OpenGL guy
Veteran
Certainly not pixel limited It could be ALU/texture/bandwidth limited. There are experiments you can do to determine which it is.11.6 fps for a 4,096,000 pixel frame is ~37MP/s. Same goes for 1920x1200 and 1680x1050, with ~35MP/s at 1280x1024.
Some stuff, like shadow maps I presume, is fixed in size regardless of resolution. So in addition to the vertex workload being pretty much static regardless of resolution, some of the pixel rendering passes are, too.
How would you characterise the bottlenecks of these two tests at various resolutions?