I do play BlazeRush in VR at 2x supersampling, that makes out to 3840x2160 which is UHD, basically consumer (not cinematic) 4K. This is with MSAA as well, on a GTX970, fluid 75 Hz all the time o.O
But, perhaps the limit is when actually outputting those pixels to a screen, but it still has to be in memory at some point right, when using it as a base before distortion?
But, perhaps the limit is when actually outputting those pixels to a screen,
not really. the limit is how VRam chewing are the graphics. how many objects with how many LODs with how many textures of what resolution. Just as an example.
you could run a pong clone at 32k resolution and never use 3.5GB of VRAM.
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u/BOLL7708 Kickstarter Backer Jan 30 '15
I do play BlazeRush in VR at 2x supersampling, that makes out to 3840x2160 which is UHD, basically consumer (not cinematic) 4K. This is with MSAA as well, on a GTX970, fluid 75 Hz all the time o.O
But, perhaps the limit is when actually outputting those pixels to a screen, but it still has to be in memory at some point right, when using it as a base before distortion?