jonathanalis said: But can be good enough considering lower specs. Sony considered that, and marketed as a 4k device. |
Just because Sony marketed it a certain way, doesn't mean it's as good as a native solution.
jonathanalis said: In which mean? Lower precision of course.
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Are you confused? o.o
jonathanalis said: I know, but we have to agree that velocity of operations of a GPU play a major role in rendered resolution, the aspect I am considering in this thread. Also, I said that CPU of the switch is good enough, so, Im not considering only the Gflops of the GPU as the total aspect of the system.
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But you actually are.
You didn't meantion anything about Bandwidth, CPU Performance, Ram Capacity, Texture Mapping Units, Render Output Pipelines, Caches, Polymorph Engines and thus things like Texture and Pixel fillrate or fixed function units. None of it.
Only Gflop. Which by itself is a completely and utterly pointless metric.
Does it have a major role in a games resolution? Yes and no.
The real question is... Do you actually understand what that role actually is?
jonathanalis said: Well, generating higher resolution is super sampling. Some methods are more accurate, other fake. The common state of art super sampling methods, the checker board, the QB fake method, everything that is more than upscaling meant to increase the resolution, so, are all super sampling. Im suggesting that would have a hardware native super sampling method. If developers can do, would be nice if the hardware would make that natively and optimised in hardware by default.
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Correct. Super Sampling is natively rendering an image at a higher resolution and then down sampling it to a lower one, it is how bullshots are also created.
It is actually how many forms of Anti-Aliasing fundamentally function.
Now Super Sampling a 1080P game at say... 4k. Will have basically the same demands as the game being rendered natively at 4k, even though the game is still only 1080P.
Now "Fake Super Sampling" like Checkerboard and Frame Reconstruction isn't super sampling at all. It is Checkerboard and Frame Reconstruction, the principle there isn't to render the game at a higher resolution and downscale it...
It is the opposite. To render the game at a lower resolution and then scale it upwards. (To save on limited resources.)
Ergo... Checkerboard and Frame Reconstruction will never be as good as the native resolution and certainly nowhere near as good as Super sampling.
jonathanalis said: A hardware push game could be initial rendered at 540p, 360p, or so, than a resolution increasing method native in hardware would do the rest.
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540P and even 480P actually looks semi-decent on a mobile 7" 720P screen anyway, so it's just wasting time and money to make it seem like it's running at a higher resolution.
You are better off just throwing a shader-based Anti-Aliasing solution at the problem, like Morphological AA, it's cheap.