By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Teddy said:
sc94597 said:

Which was the point I was making from the start. It isn't the higher pixel denisity that makes games more expensive, but the additional assets. If Nintendo chose to, they can use the same assets that they would've used on the 480p screen on a 720p screen, and just put in a better GPU that is capable. Handheld games don't require the same budgets as console games, and that is why you see games with a variety of budgets and differentiating asset levels on handhelds, whereas on a console they would lose to the competition for doing this. But, no, it isn't the higher pixel density which increases costs, it is the more expensive assets which that higher pixel density allows to be produced. 

You said costs were the same, you clearly now have changed your mind and echoed what we were saying in the first place. The higher pixel resolution does make it more expensive because of designing the higher pixel textures. You are talking about pixel density as a just an output display not one which was designed for a game with a higher resolution. Understand my night sky analogy with many stars resolved you cant put in more detail if you don't have it in the first place by uppering the resolution display, you have to have the detail, this is why games have to be totally redesigned.

I said, if assets remained the same then software development costs would be the same. Please read the original line of quotes. You came in the middle of a dialogue. If you don't design those higher resolution textures, then the costs would remain the same, and the image quality would still benefit (fewer artifacts like aliasing.) And yes, there are cases in which texture resolution exceeds the output capabilities of the platform. Compare Nintendo DS games, for example, to their higher rendered  counterparts in an emulator. You see a lot more detail with the same textures, just because the resolution was increased.