Mr Puggsly said:
Raziel123 said:
Mr Puggsly said:
To some people 30 fps is more pathetic.
|
And what is 720p/30fps to those people?
And we've already been over how low res wouldn't turn 30fps into 60fps.
|
I'm referring to the games that obviously chose 1080p over 60 fps.
A lower resolution can indeed turn turn some 30 fps games to 60 fps.
|
Its really not that simple.
Imagine that what you see on your screen are two things. One is the canvas and the other is the painting. The canvas is made up of pixels. 720p, 1080p, 4k...etc. The painting is made up of the geometry, textures and lighting.
Now this part is important. All the canvas does is take color information (primarily). So after the GPU has drawn the painting (which is the bulk of the work) it then makes a virtual pixel grid over the painting. Takes note of the color data of every single pixel and then passes that onto the canvas for reproduction. This reproduction is the first part of what is called the frame buffer. The more pixels that make up the canvas, the less pixel artifacts (aliasing/jaggies) you see.
Now back to the canvas. Since pixels are squares and you are drawig on a per pixel basis, there will always be aliasing. So then comes the next part of the frame buffer. post processing. This is where all the other filters to the image are added on a per pixel basis too. AA, bokeh, AF, AO...etc. technically, all you need to eliminate jaggies is just to put in as much AA as you can at this stage. But all those other things mentioned add to the overall quality of the final image. So you have to balance things out.
Thing is, at this point; the bulk of the processing from the cpu/GPU needed to make the image has already been done. All the stuff that really take up resources and has to be in the engine has been done. So the only wiggle room devs have is what they can do on the canvas. Unless they want to completely rewrite big chunks of their engine.
Now this is the cool part. A 1080p@30fps game would mean that everything I have said above needs to happen in under 33ms. Everything that happens on the painting side of things take up about 20-30ms and everything that happens on the canvas side of it takes up around 3-13ms. Reducing the amount of pixels on the canvas side will give back (a gauranteed) say 3-6ms. But most importantly, this returned render time is STILL on the canvas side of things. So it will only really be used for more post processing or if left unsued, a higher framerate. since the entire process now takes 3ms to 6ms less to complete which could translate to a 5-15fps boost.
To get a game running at 60fps, core design decisions has to be made on the painting side of things. Cause a 60fps has a render time of ~16ms. So everything above needs to be completed in under 16ms. Both the painting and canvas part. This is why its not that simple.
And mind you, this only convers the CPU/GPU and ignores everything else. While in truth, there are a lot of other factors like memory size and bandwidth that dictates how fast you can do any of this and at what quality you do it in. This is also assuming that your game like most modern games today is using a deferred rendering engine. So far the only people that still use a forward rendering egine are mostly nintendo. Its easier to hit 60fps on forward engines but usually at the expense of everything else. Hence why most wiiU games lack AA.