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[Official] 1440p and Above Gaming Club (1440p+) - Page 478

post #4771 of 6172
Serious question here: What's the point of getting a 1440p monitor when we have the ability to downsample from higher resolutions (1440p and above) ? Im serious, I mean, clearly, there must be a reason im missing, otherwise, there wouldn't be a market for it.

Is anybody willing to clarify this for me?
Edited by Brainsick - 5/14/13 at 6:26pm
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post #4772 of 6172
I think your understanding of downsampling might be wrong
   
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post #4773 of 6172
Quote:
Originally Posted by Brainsick View Post

Serious question here: What's the point of getting a 1440p when we have the ability to downsample from higher resolutions (1440p and above) ? Im serious, I mean, clearly, there must be a reason im missing, otherwise, there wouldn't be a market for it.

Is anybody willing to clarify this for me?

Um, what? 2560 x 1440 has more pixels than lower resolutions. The advantage is therefore that you have more pixels and therefore a more detailed image...

Downsampling DOES NOT add any more detail to the image, it just attempts to get rid of some artifacts like aliasing. The amount of detail is still the same, since you still only have 1920 x 1080 pixels to work with (or whatever your res is).
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post #4774 of 6172
Ah, ok then! I wasn't exactly sure what the benefit was since I started downsampling resolutions for games for the last weeks and I have obtained some neat results with it, but I wasn't sure about the difference between downsampled resolution vs native higher resolutions, but that explains it nicely, thanks! thumb.gif
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post #4775 of 6172
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post #4776 of 6172
Quote:
Originally Posted by Brainsick View Post

Ah, ok then! I wasn't exactly sure what the benefit was since I started downsampling resolutions for games for the last weeks and I have obtained some neat results with it, but I wasn't sure about the difference between downsampled resolution vs native higher resolutions, but that explains it nicely, thanks! thumb.gif

If I may, a bit of a technical-to-English explanation for you....

Yep, higher resolution gives you more pixels for a given screen area representing in-game objects/textures/etc. Say you're at a door that takes up the center bottom sixth of your screen. At 1920x1080, you might have roughly 800 pixels across and 500 high representing that door. The texture on the door has to be scaled by the game engine to fit in those dimensions. If the source texture is larger, it gets scaled down, thus reducing its visible quality. If you were on a monitor with twice the total pixel count and the same aspect ratio, you'd have a lot more of the texture visible in the same overall viewport area. This happens dynamically and scales as you move around and the door takes a different amount of screen space.

The same concept applies to geometry and the effect it has, especially on object edges in regards to antialiasing. If you have an edge that is horizontal at a slight angle downward left to right, think of looking through a grid (graph paper) where each square is representing a pixel. Think about how you could try to draw the line between its start and endpoints. You'll probably realize the problem here already: you don't have enough squares vertically to make it not come out looking very jagged and rough, and it doesn't look like a straight, smooth line like you see in real life on an edge. Screen resolution acts like this, a good analogy being a "screen door" that you are looking through to the virtual world, where each square of the screen was one pixel. The more resolution you have, the more pixels you have to represent a given object taking the same amount of viewport space, and thus smoother-looking less-jaggy edges (not perfect ever though even at super-high resolution) and much more of a texture represented in comparison to its source.
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post #4777 of 6172
Quote:
Originally Posted by GoldenTiger View Post

If I may, a bit of a technical-to-English explanation for you....

Yep, higher resolution gives you more pixels for a given screen area representing in-game objects/textures/etc. Say you're at a door that takes up the center bottom sixth of your screen. At 1920x1080, you might have roughly 800 pixels across and 500 high representing that door. The texture on the door has to be scaled by the game engine to fit in those dimensions. If the source texture is larger, it gets scaled down, thus reducing its visible quality. If you were on a monitor with twice the total pixel count and the same aspect ratio, you'd have a lot more of the texture visible in the same overall viewport area. This happens dynamically and scales as you move around and the door takes a different amount of screen space.

The same concept applies to geometry and the effect it has, especially on object edges in regards to antialiasing. If you have an edge that is horizontal at a slight angle downward left to right, think of looking through a grid (graph paper) where each square is representing a pixel. Think about how you could try to draw the line between its start and endpoints. You'll probably realize the problem here already: you don't have enough squares vertically to make it not come out looking very jagged and rough, and it doesn't look like a straight, smooth line like you see in real life on an edge. Screen resolution acts like this, a good analogy being a "screen door" that you are looking through to the virtual world, where each square of the screen was one pixel. The more resolution you have, the more pixels you have to represent a given object taking the same amount of viewport space, and thus smoother-looking less-jaggy edges (not perfect ever though even at super-high resolution) and much more of a texture represented in comparison to its source.

Well damn that is in depth I guess I need to put down the Weapons and learn more about computers.. you made my brain hurt

*
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post #4778 of 6172
What he means is:

If you have a screen that measures 40cm by 20cm, then 40cm = 1920 pixels and 20cm is 1080 lines (which contains 1920 pixels)

but if your same screen of 40 x 20 has 2560x1440, then 40cm = 2560 pixels and 20cm is 1440 lines (which contains 2560 pixels)

Even though it's the same area (40x20) but with MORE pixels/lines, those little dots will be closer to each other, resulting in way better detail.


Compare it to the simpel version:

If you place 10 dots on a 40cm line, the "line" would look better than only placed by 5 dots...

And when gaming, you'll get more "overview"

   
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post #4779 of 6172
Quote:
Originally Posted by ASUSfreak View Post

And when gaming, you'll get more "overview"
I believe this is based on the FoV, not the resolution.
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post #4780 of 6172
With a higher resolution you can get more detail with the same field of view, more field of view with same level of detail, or something inbetween. Basically, you have more pixels. What you do with them is your choice, and depends on what program you are using and what you are doing.
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