Resolution and Frame rate relationship

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  • ratso 31 Mar 2012 17:11:56 1,015 posts
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    Quick question on something thats been puzzling me for a while:

    With everyone demanding 1080p as standard for next generation, I'm wondering how this will be possible?

    In general, will an increase in resolution draw on gpu processing or just vram?

    Could devs still cut back to 720p to gain fidelity or performance(assuming next-gen machines are equipped with enough vram to handle 1080p)?

    Similarly, I suppose the lack of an fps gain when switching to SD on current consoles suggests that once sufficient vram is in place resolution wont really effect performance.

    I'm just guessing here, hopefully someone more technically minded will have some insight..
  • Dirtbox 31 Mar 2012 17:18:51 89,022 posts
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  • Deleted user 31 March 2012 17:44:03
    Yep imo, fps amounts to the cumulative cost of rendering. Resolution is one of the expenses, and the devs have to decide wether it is worth it for the payoff in terms of increased fidelity.

    I think the size of the cost of going up to 1080p has come down, or seems to have; my laptop can shit on dx9 tech at Full HD.
  • Dirtbox 31 Mar 2012 17:47:16 89,022 posts
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  • Deleted user 31 March 2012 18:04:49
    If they can't handle 1080p with ease then they'll be a complete joke, see Nintendo for details.
  • Dirtbox 31 Mar 2012 18:10:35 89,022 posts
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  • Dirtbox 31 Mar 2012 18:15:24 89,022 posts
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  • mal 31 Mar 2012 18:15:43 28,003 posts
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    A lot of the cost of HD in the past has been the change to tools and processes and simple manpower needed to produce assets in high resolution but most companies have adapted by now. As DB says, while higher resolutions do cost more in terms of hardware but anything reasonably new should be able to cope.

    That said, the 360 etc. should have been able to handle high resolution assets at HD resolutions with a rock steady framerate and no tearing, if only dev's hadn't felt the need to piss around with too many polygons and too much bloody filtering.
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