The cpu is only limiting your framerate, not your resolution.
What limits the resolution is your Gflops capabilities first, cause it's directly related to the amount of shader operations you can do, more pixels = more shader ops (at the same graphic level), then comes rasterisation, wich is basically transforming every part of your rendering in 2D datas of depth, colors.. embedded in a pixel, but a bit more complicated to be ROP bound theses days. Then you would have bandwidth as a limiting factor, almost equally, in certain case it kicks in before ROPs, especially if you have a big amount of texturing layers to process.
The cpu factor would only come last (and way behind bandwidth for instance), but would be huge in case you target 60fps, especially if you have a dense world with a lot of routines, physic, terrain navigation, and so on.







