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Intrinsic said:

The main problem with how you are thinking about all this is that you do not understand how graphic rendering works. Dropping a games resolution from 1080p to 720p doesn't even come close to doubling the amount of power you have to do anything else.

Resolution is affected more by memory bandwidth than it is by processing power, its impact on the demands of the complete render engine is probably less than 5%. Thing is though that a number of other factors are also mostly affected by memory bandwidth. To increase processing power resources you have to take away things that well, are entirely dependent on processing power.

Think about it this way. The GPU draws on a sheet of paper. This sheet of paper is made up of pixels. If the GPU uses 5% of its power to draw on 1080p pixels it will use about 50% less power to draw on 720p. So for 720p it will use around 3% of its power. Makes you wonder why the XB1 has so many issues rendering 1080p right? As I said earlier, the problem is memory bandwidth.

Those 1920x1080 pixels take up a certain amount of space. ALL THE TIME. So space is made for it in memory for every single frame refresh. Problem is, there are a lot of other things that also reserve memory for frame refreshes along with it. When all these things add up, a games frame buffer can hit some really big numbers and you need very fast memory to be able to move that frame buffer at 30fps/60fps. 50MB becomes a big deal when you have to move it around 30/60 times every second while still leaving enough mem bandwidth to do everything else too.

This is a very very simplified explanation of how this works, and I hope you can understand it better. Would say more but that would just be too long.

 

Very good explanation. Thanks.