MikeB said: @ Lord The Night Knight
You still don't get my point. Those things you mention can be achieved by upscaling
Well, at least we agree on one thing, I don't get your point at all.
Upscaling adds no details, similar like upscaling a DVD to 720p or 1080p does not give you Blu-Ray/HD-DVD detail (neither native 1080p or downscaled to 720p). |
That's because you are confusing raster images with vector images. Videos just diplay several raster images a second. 3D graphics don't work that way, as they are vector images. Raster images are static, so what you see is what you get, and of course resolution is important. 3D graphics are vector images, they work like the human eye and the world it sees.
If you run past an enemy in an FPS, it's not in frame, and therefore not read by the frame buffer part of the VRAM. Yet it has to still be in the memory, or else it wouldn't be there if you turn around. It's not reloaded from the ROM, which would take longer than the split second to turn around (no loading medium is that fast). So when the enemy is in a level, it's in the texture buffer part of the VRAM, whether or not it's in frame.
So again, the frame buffer, is like the human eye; the texture buffer is like the world it sees. Therefore, the world cannot lose detail if the eye doesn't see as much. The detail is still there. The same is with 3D graphics. You still see the detail, even if the screen resolution is lower.*
However, unlike the human eye, the frame buffer can work with the texture buffer to save bandwidth and add detail. Yet these, as I've stated, require each and every pixel to be watched. This is not true for video files, since the images are static, and are going to be the same (save for display settings, but those would affect games as well). The RAM is just there to read the video, not render it.
This means that as a frame buffer has only so much room (just 128MB in an optimal situation on the PS3), all the work it does it added by more pixels. If it has fewer pixels to work with, it can add more detail. Yet this work is also to save bandwidth for the texture buffer, which puts more detail there.
In short, CoD 4 uses a lower native resolution to help get the most detail out of the levels and character models. If it were a movie, it would be native 1080p, because there are just frames to display, not graphics to create.
*I do admit screen resolution can be too low, but that would have to be 240p, as in 16-bit resolutions, not 600p.