4k resolution coming

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4k monitor is great, but while I'd like to buy one right now, I know I can't play any games with that resolution yet. Maybe some older ones... but 4k resolution hack with muddy textures don't sound fun. Many older games crash or don't work correctly with wide screen full HD already.

For those who have multi titan setups, they can enjoy this right now. Rest of us have to wait graphics card gen or two.
 
muddy textures ???
when playing at 4k its not a lowres image scaled up its natively rendered at 4k
and by older games how old ?
anything that runs ok in widescreen run ok at 4k, its only when I go to a larger aspect ratio like 48:10 that some games have problems
 
I mean that's it's unlikely that texture resolution will be 4096x2048 or 4096x4096 for full field of vision (meaning roughly getting as close as you can head on towards wall or other obstacle) in next gen consoles and thus in PC games. This means muddy textures (obviously much less muddy then now, but still not pixel perfect).

For old games... well, I guess I could play some last gen game with 256x256 or 512x512 textures and with 4k resolution, but it ain't enjoyable at fullHD resolution, so I doubt anything would change much. Yeah, there would be even less jaggies then now but usually you can max anti-aliasing anyway.

But when we do get to the point where 4096x4096 textures are common (or similar quality megatexture or other technique), 4k resolution will be great. Maybe it'll happen in next gen. I asked about this in some other thread in this board, but I dont think anyone knew if it's possible or not or how developers choose to use their 5-7 Gb memory.
 
I mean that's it's unlikely that texture resolution will be 4096x2048 or 4096x4096 for full field of vision (meaning roughly getting as close as you can head on towards wall or other obstacle) in next gen consoles and thus in PC games. This means muddy textures (obviously much less muddy then now, but still not pixel perfect).

Actually, no. You don't get "pixel perfect" anything from a 3D game, as most textures are resized during rendering. For example, a wall with a 1024x1024 texture is good enough when it occupies only 1/4 of a 4K resolution screen. Similarly, a billboard with a 512x512 texture is good enough when it's only 1/8.

In 3D games, you can never have "big enough" textures because the camera could be very close to an object. (e.g. a wall can be 10 times the resolution of the entire screen) Since it's generally impractical to make a texture large enough for the closest possible distance (e.g. in most games you can be very close to a wall), you get "muddy" texture no matter what. On the other hand, if you use some tricks to make textures less "muddy" (the prevalence of pixel shaders makes many of these tricks possible now, in real time), a screen with 2x resolution is not going to make it "muddier" than now.
 
For old games... well, I guess I could play some last gen game with 256x256 or 512x512 textures and with 4k resolution, but it ain't enjoyable at fullHD resolution,

Old games (circa 2000) are fine at 4k and fullhd (i'm guessing you mean 1920x1080)
If your talking old console games from that era, how would you know , as youve never played an old console game at fullhd, what you have done is play a standard res game that has been upscaled to fullhd which is not the same.

I mean that's it's unlikely that texture resolution will be 4096x2048 or 4096x4096 for full field of vision
Why they are common texture resolutions for current games, on Rage the pc version you can tell the game to use 16,384 x 16,384 size textures (the default is 4,096 x 4,096)
 
Actually, no. You don't get "pixel perfect" anything from a 3D game, as most textures are resized during rendering. For example, a wall with a 1024x1024 texture is good enough when it occupies only 1/4 of a 4K resolution screen. Similarly, a billboard with a 512x512 texture is good enough when it's only 1/8.

In 3D games, you can never have "big enough" textures because the camera could be very close to an object.

Yes, I have a feeling that you are right and we'll not reach that texture resolution. But I guess that's not generally a problem, since I don't think I've ever met another player who's main problem and sometimes even reason not to play are texture resolution. Just about everyone are more interested of various anti-aliasing methoids, polygon count, shadow / lighting quality or various shader effects.

I still hope that collision detection keeps us somewhat far away from walls and we'll make it close to pixel perfect texture resolution. Maybe death animation and collapsing to floor is unavoidable barrier :cool:

Davros, if I understood correctly, PC version of Rage uses megatextures and while texture size is large, it also cover a huge area, thus make it look even muddier (sorry to use this unofficial term) when looking it at close range. Not that other games do much better with traditional tech.

For example pic from Metro 2033
metro_2033_00003azr4l.jpg


Shows what I mean. It basically cover my whole field of view and is extemely blurry and low resolution texture. Thus that wouldn't look any better in 4k.

Apologies for thread derail.
 
that is actually a high res texture of a very old very worn dust covered map
its supposed to look bad, look closely you can even see wipe marks in the dust and indentations in the paper
 
that is actually a high res texture of a very old very worn dust covered map
its supposed to look bad, look closely you can even see wipe marks in the dust and indentations in the paper

No, look at the text, it's clearly pixelated and unreadable.
 
It's clearly upscaled, is what they're saying. That's not deliberate texture smudging to simulate the look of the map in real life. The text is deliberately unreadable, but the fidelity is less than 1 texel per pixel. The solid lines show clear pixelation - they should be pixel perfect.
 
It's clearly upscaled, is what they're saying. That's not deliberate texture smudging to simulate the look of the map in real life. The text is deliberately unreadable, but the fidelity is less than 1 texel per pixel. The solid lines show clear pixelation - they should be pixel perfect.

Exactly, except I'm not sure the text is deliberately unreadable in the "clean" parts of the map. There's really no reason why it should be.

Edit: the difference in sharpness between the map and the picture frame suggests that the map is just a relatively low-resolution texture, and ArcticCircle is right.
 
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looking at the game all textures are 512/1024/2048 dds files some with bump maps
cant find the map texture cos there is hundreds of them and i have to convert them 1 at a time using the commandline
 
looking at the game all textures are 512/1024/2048 dds files some with bump maps
A 2k texture map is too low for perfect 4k video. If the map is 1k, it's even worse, and looking at the screenshot, I wouldn't be surprised if it was a 512 texel texture given degree of upscaling.
 
Surely antialiasing would be handled in the texture like any 2D image? Lower texel densities are the same as upscaling a 2D image, meaning less aliasing and more blur, unless I'm completely misunderstanding you.
 
I suspect I'd need a whiteboard to explain and, perhaps, a lot more time than I have at present. :(
 
Got a bit of time today to run some tests
metro 2033 @ 4k is fantastic
@ 1920x1080 scaled to fit a 4k monitor its bad especially chain link terrible jaggies
also tried dues ex (1) at 4k its also fine looks just as good as it does on a standard monitor
 
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