- May 28, 2009
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People with a liquid crystal display have to put up with a lot of BS: "native" resolution, aliased text, latency, 60Hz, 16:10, Twisted Nematic... I spare you the full list.
Meanwhile on the horizon geometrically increasing display resolutions seem to add to a gamer's anxiety. Will I have to run Quad-SLI² just to be able to get measly 60 FPS on "4K" Display without any scaling artefacts?
The answer to this is a resounding, YES! To drive 8 Megapixels worth of screen you need 4 times the power³ of a normal 1080p card. [Edit] After charting a graph with randomly selected performance data from the internet and numerically extrapolating the actual curves, it would appear that about 3.2 times the processing power would be required to drive a screen 4 times as large. Generously assuming video cards improve by 20% every two years, it will take around 13 years to reach that point. It deserves mentioning that multi card setups scale less than linear as well. (FYI Radeon HD 6970 did scale much better than the GTX 580 in AT-tests). When all is said and done, a 4K Resolution still requires Quad-SLI².[/edit]
But before Nvidia shareholders can rub their hands in glee, there is this little, completely trivial thing of 4-to-1 pixel scaling, which can give you smooth framerates and a crisp picture without having to spend a lot of money.
To retain any geometrical shape without scaling artefacts you simply double both sides and thus quadruple the total area. This simple idea is used for instance by many indie games to create a crisp pixelated look on a big screen, 4 pixels instead of 1. The same principle is presumably behind the 4K resolution, to retain the quality and value of fullHD, 1080p video.
But there is more, 4K also happens to be 720p times 9; 1280x720 tripled. This may not be rocket science but it is exciting. You can render games and scale them up smoothly in 720p or 1080p for 60, better yet 120 FPS, without any scaling artefacts, and still enjoy high PPI displays for your fotos and text - the future looks bright indeed!
But what about the present:
1. Do any of you render games in 720p on a 2560x1440 TFT today?
2. Does your graphics card even allow to run 960x540 on a fullHD screen?
3. Do you still say "give me native or give me death!?
²Quad-SLI is a loosely used label for a ridiculously overpowered set-up.
³ [EDIT] As AT-poster blastingcap pointed out the relationship between resolution and framerate is not strictly linear, more on page 2. The graphs are approaching linear however, and they get more straight as resolutions increase.
Meanwhile on the horizon geometrically increasing display resolutions seem to add to a gamer's anxiety. Will I have to run Quad-SLI² just to be able to get measly 60 FPS on "4K" Display without any scaling artefacts?
The answer to this is a resounding, YES! To drive 8 Megapixels worth of screen you need 4 times the power³ of a normal 1080p card. [Edit] After charting a graph with randomly selected performance data from the internet and numerically extrapolating the actual curves, it would appear that about 3.2 times the processing power would be required to drive a screen 4 times as large. Generously assuming video cards improve by 20% every two years, it will take around 13 years to reach that point. It deserves mentioning that multi card setups scale less than linear as well. (FYI Radeon HD 6970 did scale much better than the GTX 580 in AT-tests). When all is said and done, a 4K Resolution still requires Quad-SLI².[/edit]
But before Nvidia shareholders can rub their hands in glee, there is this little, completely trivial thing of 4-to-1 pixel scaling, which can give you smooth framerates and a crisp picture without having to spend a lot of money.
To retain any geometrical shape without scaling artefacts you simply double both sides and thus quadruple the total area. This simple idea is used for instance by many indie games to create a crisp pixelated look on a big screen, 4 pixels instead of 1. The same principle is presumably behind the 4K resolution, to retain the quality and value of fullHD, 1080p video.

But there is more, 4K also happens to be 720p times 9; 1280x720 tripled. This may not be rocket science but it is exciting. You can render games and scale them up smoothly in 720p or 1080p for 60, better yet 120 FPS, without any scaling artefacts, and still enjoy high PPI displays for your fotos and text - the future looks bright indeed!
But what about the present:
1. Do any of you render games in 720p on a 2560x1440 TFT today?
2. Does your graphics card even allow to run 960x540 on a fullHD screen?
3. Do you still say "give me native or give me death!?
²Quad-SLI is a loosely used label for a ridiculously overpowered set-up.
³ [EDIT] As AT-poster blastingcap pointed out the relationship between resolution and framerate is not strictly linear, more on page 2. The graphs are approaching linear however, and they get more straight as resolutions increase.
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