| fatslob-:O said: Signal processing theory shows otherwise ... 2048*2048 -> 1920*1080 (50.5% texels wasted) 4096*4096 -> 1920*1080 (87.6% texels wasted) Both of the above cases are a result of oversampling more than necessary and is thus wasteful in terms of memory and bandwidth consumption. When texture sampling, very rarely does the texel density matches the pixel density so we either get undersampling or oversampling ... It is only when you map from a continuous domain to a discrete domain to represent a continuous domain that the information lost is important, take for example rasterization. The way we represent triangles on digital displays is flawed since it produces aliasing due to our reconstruction methods. We use edge equations to represent vector graphics on digital displays by rasterizing (or scan converting/sampling) the primitives ...
Undersampling can lead to information loss as shown here known as aliasing which produces undesirable stair stepping artifacts not unlike the real triangle ... |
I think the big part of what you are missing with all that is... *drum roll* zoom.
Textures are mapped to a 3D object and is thus not mapped 1:1 with the pixels on screen.
What that means is you could have an 8k texture covering a wall, you could walk up to said wall and stare straight at it.
You would then only be seeing a tiny fraction of that entire wall and not 8k worth of texture detail.
There is a reason why 8k texture packs exist for games like Oblivion, Skyrim, Fallout 3, Fallout 4 etc'.
And why people see a difference over 2k/4k texture packs, Even when the majority of displays are only 1080P.
| EricHiggin said: PS consoles seem to make opposite jumps each gen. Like PS1 had a great CPU and decent GPU. PS2 had a decent CPU and great GPU. PS3 had a great CPU and decent GPU. PS4 (Pro) had a decent CPU and great GPU. (This is taking into account whats to be expected from console hardware and price at launch). |
I wouldn't say the PS2 had a "great" GPU or the Playstation 3 having a "great" CPU.
But it's all relative I guess.

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