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Record a gameplay, then rerender it at higher resolution

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I don't see how it isn't upscaling. You're taking hypothetically a lower resolution copy (1080p?) and trying to add artificial pixels that weren't in the original copy to make it look like 4k (or 8k?)

 
I don't see how it isn't upscaling. You're taking hypothetically a lower resolution copy (1080p?) and trying to add artificial pixels that weren't in the original copy to make it look like 4k (or 8k?)
It's computing the extra pixels from data it captured from the rendering process, not taking the lower resolution rendered output and trying to guess what the extra pixels are.
 
It makes use of data captured internal to the original rendering process, while upscaling only uses the output. In theory, it should give exactly the same result as running the original rendering process at higher resolution, but it wouldn't need to happen in real time.
 
Dude...you’re not rendering anything. It’s a video file. All you can do to it is upscale it.

Until you understand what it is you’re trying to do, you’ll never accomplish it. Don’t confuse the process of putting together a video from multiple segments/sources, tossing in some transitions and the like, and outputting something (that’s rendering) with increasing the resolution of a lower resolution file.
 
I fell for the same misunderstanding early on.

The goal is NOT:
Take lower res output - convert it somehow to higher res

The goal is:
"Record" game state data during normal playthrough. Use that replay (not realtime) to regenerate the gameplay output at higher settings than possible in real time. It doesn't seem impossible, but the methods required to actually do this are beyond me and unlikely to be accessible outside of gamedevs, at least for modern games.

If it were possible, someone would have done it by now. I'd file this under practically impossible, but would love to be wrong.
 
At least that’s a little more clear.

Similar to demo or benchmark things, where scenes are preset and then rendered at whatever settings for the benchmarks, he wants to do the same…effectively recording his own benchmark to replay.

There’s no exposure to that data that would be easily available. The best approach could be to get sponsored by the studios and see whether they could somehow enable that. Else, not likely to happen. If it’s online all bets are off.
 
There's some mention elsewhere that it could be achieved using a modified version of OpenGL/Vulkan libraries. The hard part would be to do that without impacting performance too much. Hence the idea to just send it off to another PC dedicated to the task of filtering and compressing the data for storage.
 
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