So we're in an era of gaming in which there are many newer/better/faster methods of compressing data, rendering data, transmitting data, and displaying data in ways that reduce bandwidth and provide better performance. The question is, how much of it are you OK with? What combinations might result in negative experiences? What are you willing to sacrifice for the experience? Do you only tolerate objective performance improvements in 8-bit 4:4:4 at full native resolution? Or are you willing to accept something on the subjective merits of it being playable/not distracting?
I was just thinking about graphics in the context of how music has evolved from the CD/DVD (arguably the pinnacle of transparency) to 96-192kbps streaming services and MP3/AAC.
Off the top of my head, these are some of the technologies on PC/console/mobile that are either already in use for many years, recently deployed, or on the horizon:
- Delta Color Compression
- GPU Accelerated Texture Compression
- Misc. Dynamic Resolution Scaling
- 4:2:2/4:2:0 Chroma Compression
- Display Stream Compression
- Wide Color Gamut and High Dynamic Range (more data/complexity per scene)
- Supersampling (DSR/VSR)
- Asyncronous Warp (misc. Frame Creation/Interpolation)
- Multi-Res Shading
- Occlusion Culling
- Checkerboard Scaling
- Variable Refresh (HDMI VRR, GSync, FreeSync)
I was just thinking about graphics in the context of how music has evolved from the CD/DVD (arguably the pinnacle of transparency) to 96-192kbps streaming services and MP3/AAC.
Off the top of my head, these are some of the technologies on PC/console/mobile that are either already in use for many years, recently deployed, or on the horizon:
- Delta Color Compression
- GPU Accelerated Texture Compression
- Misc. Dynamic Resolution Scaling
- 4:2:2/4:2:0 Chroma Compression
- Display Stream Compression
- Wide Color Gamut and High Dynamic Range (more data/complexity per scene)
- Supersampling (DSR/VSR)
- Asyncronous Warp (misc. Frame Creation/Interpolation)
- Multi-Res Shading
- Occlusion Culling
- Checkerboard Scaling
- Variable Refresh (HDMI VRR, GSync, FreeSync)
