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@ rckrz

In order to run a game in 1080p, a console needs to be able to do the following

Store the game state from the previous frame in the ram
Calculate the steps for the next state
Replace the previous values with the new ones.

Now, I am presenting here the maximum possible amount of memory a console would need to display. Obviously, because the code will work on objects, not on individual pixels, a good developer will be able to get at least an order of magnitude of performance out of any given console.

So for a black and white image, we represent black by 0 and white by 1. This means that we can describe 8 pixels with a single byte. With 64+88 = 152*10^6 bytes of memory we can display an image 20 000 by 7600 pixels. But of course, then we would have no more ram to store the state of the next frame. Whilst it certainly is possible to replace the image with the next 1 pixel at a time, it wouldn't be desireable. Lets set half of the ram for holding the current state and half for the next.

Our resolution then becomes 10 000 by 7 600 pixels. (henceforth known as 7600p, the home of the hardcore gamer)

Obviously, because the Wii is more used to displaying 60 frames/second at 480p it is more likely to display this 7600p resolution at 1 frame per 10 seconds or so. Depending on how much the system changes by each state.

The reason you're confused is that you are considering the question "Could the Wii display a game in 1080p with sufficient frames/second, colours, effects and objects on screen to satisfy me" And the answer to that obviously is no