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[CG] “Super Hi-Vision”: Sharp Prototypes 85-Inch TV With Insane Resolution - Page 9  

post #81 of 109
I like the idea of the Audio component of that system as well

22.2!

http://en.wikipedia.org/wiki/22.2

The whole thing is pure AV shmexyness
post #82 of 109

Edited by zrlan7710 - 5/21/11 at 9:53am
post #83 of 109
Do you have any idea how much better off we are by improving how beautifully we can render our current 2 megapixels than putting ourselves back in the stone age by trying to render 33 MP?

Video games still look really bad compared to film...increasing frame render times by 16.5 times will just make it take even longer until the gap gets closed.

Focusing on our existing 1920 x 1080 is a way better bet with far better payoffs than trying to go SUPER HIGH def. Let's spend our V-Ram on better assets and textures rather than simply the ability to even cope with rendering a frame at 33 MP.

If a game can play 1080p @ 60fps, it would play 4260p @ 3fps. Just keep that in mind.

Do you ever hear people complaining that film is too low definition? It's only 2048 or 1920 pixels (format depending) wide like HD TV.
Edited by kweechy - 5/24/11 at 7:13am
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post #84 of 109
I wonder what I should sell first. My kidney or my left lung
     
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post #85 of 109
Even if that tv came out now and it was affordable, it would still be useless since nothing we have can take advantage of it. I, for one, don't feel like watching DVDs or even blu-rays on a tv like that. It would look like crap.
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post #86 of 109
drool...sigh...one day =D
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post #87 of 109
Quote:
Originally Posted by Rising View Post
Even if that tv came out now and it was affordable, it would still be useless since nothing we have can take advantage of it. I, for one, don't feel like watching DVDs or even blu-rays on a tv like that. It would look like crap.
It wouldn't look like crap. The pixel count in these sets is specifically designed to be a straight common multiple of all formats.

Nothing ever gets stretched 1.4213468 (or any arbitrary number) times to fit, it's all pure 2x, 3x, 4x, 5x, 6x, etc scaling.

Thus a Blu-Ray would look the same on this TV as it would on a 1080p TV, just each pixel would be made of 16 (4x4) instead of 1.

A 720p feed would have each pixel made of 36 pixels (6x6).

An NTSC feed would have each pixel made of 64 pixels (8x8).

It's a very smart format, just completely unnecessary right now.
Edited by kweechy - 5/24/11 at 11:06am
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post #88 of 109
Quote:
Originally Posted by kweechy View Post
Do you have any idea how much better off we are by improving how beautifully we can render our current 2 megapixels than putting ourselves back in the stone age by trying to render 33 MP?

Video games still look really bad compared to film...increasing frame render times by 16.5 times will just make it take even longer until the gap gets closed.

Focusing on our existing 1920 x 1080 is a way better bet with far better payoffs than trying to go SUPER HIGH def. Let's spend our V-Ram on better assets and textures rather than simply the ability to even cope with rendering a frame at 33 MP.

If a game can play 1080p @ 60fps, it would play 4260p @ 3fps. Just keep that in mind.

Do you ever hear people complaining that film is too low definition? It's only 2048 or 1920 pixels (format depending) wide like HD TV.
Do you have any idea that you can still play at any resolution you set your game at? Like anything, this won't be mainstream until it's cost effective enough for your mom to go down to best buy to pick it up without paying and arm and a leg. And by that time, the means to render images on it will be arbitrary. Why you think we should hold back being able to view 4k source material when we already have some 4k cameras making movies, I have no idea.
post #89 of 109
Have you ever seen the 4K plates shot on RED or whatever for major motion pictures? Between the grain, motion blur and fringing...you're really not missing out on THAT MUCH good stuff in the shrink down to 2K.

Most of our renders at this studio are in the 6-15 hour range per frame, per eye. Even assuming we could use the same models and render at 4K, you're looking at 24-60 hours per frame.

Our assets are 20M polygons or higher (before smoothing and displacement) in order to hold up at current film resolution, and the ones I'm working with today have over 2,500 4K texture maps painted to accommodate it as well. Every single machine in this studio has a minimum of 24GB Ram and they still choke on these files.

Technology simply isn't where it needs to be yet for rendering visual effects or video games in good quality at these resolutions...and the human eyeball's physical limitations put it at such diminishing returns that it seems crazy to me to really be trying to do this until like 2020 or 2030 when computers are fast enough that it won't matter.

Quote:
Originally Posted by Foolsmasher View Post
Do you have any idea that you can still play at any resolution you set your game at?
Honestly I am of the opinion that games could look better at 720p if they were designed for that resolution than they do at 1080p. Rendering half the megapixels per frame would allow you to have better AA sampling, better effects, better models and even do some great features like Bokeh based depth of field and motion blur.

The Maya viewport does real time motion blur in 2012 and it looks completely awesome. If they shrunk games down to 720p and implemented real motion blur...you'd only need to sustain frame rates of 24fps. Watching things with mblur @ 24fps is easier on your eyes than no mblur @ 60fps and everything looks infinitely better too. More cinematic (because film happens to be 24fps and motion blurred).
Edited by kweechy - 5/24/11 at 11:58am
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post #90 of 109
I am more interested in improving the fps for movies to be honest. This looks awesome though.
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