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[RT] Toshiba Introduces New 4K Ultra HD Laptop - Page 2

post #11 of 51
$1500 for 4k screen and a $149 adobe bundle included. Not a bad price.

But as someone already said, Windows scaling is not mature. I would need to play with it to see how legacy programs behave.

If you implemented screen scaler correctly, you can play your games in 1080p. 1080p for a 15inch screen is still pretty sharp

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post #12 of 51
Thread Starter 
Let's face it, as good as a laptop this may be, toshiba laptops in general suck. My first two Toshiba laptops never made it past the first year due to the motherboard going kaput.
post #13 of 51
Quote:
Originally Posted by m98custom1212 View Post

They are including Photoshop which makes this laptop is geared for photo and creative editing not gaming


in the OP Ideal for creative, multimedia enthusiast and the color certification

Yup, the manual color calibration service alone is probably worth $100.
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post #14 of 51
That's pretty good for a designer. Believe it or not but before 8K or even 16K regular 24'' screens will have aliasing from regular distances. So this laptop is approaching towards no antialiasing, well, it's closer. But try to run anything for performance and good luck. So I'd rather avoid it to be honest, I prefer high fps from abysmal fps and better res.

Quote:
Originally Posted by Capt View Post

Yeah, the price is not bad but good luck looking at those icons.

Someone has to learn what the DPI settings of Windows are. Actually, 80% of Windows users pretty much.
Edited by fateswarm - 4/15/14 at 1:55pm
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post #15 of 51
Quote:
Originally Posted by fateswarm View Post

Someone has to learn what the DPI settings of Windows are. Actually, 80% of Windows users pretty much.
It's a known issue that not all applications scale properly.

I have W7 for my HTPC and the up scaling definitely does not always work well especially for 3rd party applications.
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post #16 of 51
Quote:
Originally Posted by DuckieHo View Post

It's a known issue that not all applications scale properly.

I have W7 for my HTPC and the up scaling definitely does not always work well especially for 3rd party applications.

I doubt that's a problem for the icons. And he can even enlarge them explicitly.
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post #17 of 51
Quote:
Originally Posted by fateswarm View Post

That's pretty good for a designer. Believe it or not but before 8K or even 16K regular 24'' screens will have aliasing from regular distances. So this laptop is approaching towards no antialiasing, well, it's closer. But try to run anything for performance and good luck. So I'd rather avoid it to be honest, I prefer high fps from abysmal fps and better res.
Someone has to learn what the DPI settings of Windows are. Actually, 80% of Windows users pretty much.

or hows about improving geometry and edge contour details rather than drawing a stick man diagonal line off the edge of a primitive triangle and rendering that at 16k ?

Thats the battle, resolution is masking the fact that games haven't moved on from primitive stair case edges and often even with tessellation offer extremely blunt angles on buildings and objects.

we seem to be increasing resolutions, lighting and textures at the expense of complex real world geometry
post #18 of 51
Quote:
Originally Posted by ghostrider85 View Post

good luck playing games with a 4k laptop, you probably need a quad gpu setup with that, 10k laptop anyone?

3840x2160 Resolution is actually quite a good resolution. Almost has no negatives at all since almost all standard or common resolutions scale perfectly into it.
1080p x4 (2x2)
720p x9 (3x3
540p x16 (4x4)
360p x36 (6x6)

For games where you cannot run it at 3840x2160, you can scale the render target resolution down to 1080p, or 720p, and have it scale up to fit the monitor.
Done correctly, with no interpolation BS, your games will look absolutely the same as they would had your laptop screen actually been a native 1080p or 720p, and perform the same, but tabbing back into the desktop will still benefit from the extra screen space.

From the source, it will come with a Quad-Core Haswell i7, 16GB of RAM, and an R9 M265X (2GB).
Unless the M265X is a serious downgrade from the 270X, to the point where it's less than one third of the performance then this will most likely run great, since my 550 Ti is actually overkill for a lot of games at 1080p. Obviously with a 550 Ti I have to turn down a few things, like shadows, but I always see my games run at over 100-200FPS with 4x MSAA and mostly everything else maxed out.


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GTX 550 Ti: http://www.videocardbenchmark.net/gpu.php?gpu=GeForce+GTX+550+Ti&id=16
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post #19 of 51
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post #20 of 51
Quote:
Originally Posted by phill1978 View Post

or hows about improving geometry and edge contour details rather than drawing a stick man diagonal line off the edge of a primitive triangle and rendering that at 16k ?

Thats the battle, resolution is masking the fact that games haven't moved on from primitive stair case edges and often even with tessellation offer extremely blunt angles on buildings and objects.

we seem to be increasing resolutions, lighting and textures at the expense of complex real world geometry

I'm pretty sure that has something to do with the fact that high polygon models put a load on the CPU, while resolution, lighting, textures, graphical physics (PhysX, not Havok), and supersampling/anti-aliasing are almost 100% done on the GPU.

CPUs are not really getting much better with each new generation, while GPUs often do. GPUs are also easier/cheaper to replace, so people like it when games run on their processor. Most are more wiling to upgrade the GPU than the CPU/Mobo, and trading off geometry is usually acceptable. That's where bump mapping, tessellation, specular mapping and high res textures come in.
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