padib said: Remember though, Xbox's clearly strongest market is NA. So, if the adoption rate is ~50% there, and these of the 50% are actually the same as those who are expected to upgrade their Xbox, then having 4K ready from the get-go is the farthest thing from overkill, it's actually perfectly logical. As for the distance to screen size ratio, what your post tells me is that this graphical race on consoles, unless you're gaming on anything greater than 65", will not help you see details that are only truly visible in 4k, such as vellus hairs or the insane density of polygons that the new consoles will offer. So, it is overkill to offer such power in consoles when only on PCs are we sitting right in from of the screen, or with VR like you mentioned. But I doubt that's really what you meant to imply. Show me that you can harmonize these two contrasting implications, I'd be very interested to hear your take. As for VR, I'm pretty sure the adoption rate for VR is even much lower than 4k, internationally. |
Resolution and graphical fidelity are two different things. Have you watched Baraka and Samsara on blu-ray? It's 'only' 1080p yet downsampled from 8K scans of the 70mm negatives and remastered in 4K before getting downsampled to 1080p. The result looks amazing, despite it's displayed in 1080p.
For games rending in 8K (aka supersampling) to display in 1080p is rather overkill, there are better techniques (much more efficient with close to the same results) to get to the same end result. Anyway what I'm getting at, we're no where near the limit of graphical fidelity (and stability) for 1080p resolution. Then there's still tons of improvements to be had in lighting, draw distance, interactivity, physics.
Tlou pt 2 runs at 1440p, apparently I'm already sitting too far away for that. I couldn't figure out why the game wouldn't accept the code I was typing in on the keypad. I couldn't see the numbers very well from the couch and assumed it was 123 456 789 like on a phone / remote control. However it was 789 456 123 as on a keyboard. (Never realized before that was different) I had to get up and walk to the screen to see what I was doing wrong. (Had more to do with low contrast of the scene, but one of those things that developers need to take into account when designing games, a simple zoom option would have sufficed)
Sorry, getting side tracked. Visual fidelity isn't tied to resolution. 1080p games still don't look anywhere near 70mm movies remastered for blu-ray. Rendering 2.25x more pixels (native 4K vs 1440p) just for the sake of rendering more pixels is a waste imo. Get the graphical fidelity to match 1080p/1440p first.
Let consoles push graphical fidelity, while PC provides the room to scale those games up to 4K/8K 120/144/240 fps.
I could see the immense detail of that Unreal tech demo on my 1080p screen perfectly fine. Looked amazing.