I'm trying to understand why. Textures and vertices will stay the same size, since polygon count doesn't increase. The only thing that will change is the frame buffer. 3840*2160*32bit(rgba) = 253MB, if you're using vsync I guess it would have two frame buffers stored so that will take up 500MB. Which is more than 400MB over 1080p (63MB framebuffer). If you use triple buffering then it will take up ~750MB. Edit: Forgot to convert from bits to bytes, I knew that seemed like too much. It's actually ~32MB for 4k and ~8MB for 1080p.
Is it for line and polygon rasterization? Since the distance between the two pixels will be greater now, there is going to be more to sample. But I don't see how this uses more VRAM, since AFIAK you only need to store the endpoints. I can certainly see how it uses more processing power though. Same for MSAA, you're just sampling more points, why does it use more VRAM?
I must be missing something, or the rasterization algorithm is more complicated than that. If someone can explain, or redirect me to where I can find more information about this, that would be great. Thanks.
Is it for line and polygon rasterization? Since the distance between the two pixels will be greater now, there is going to be more to sample. But I don't see how this uses more VRAM, since AFIAK you only need to store the endpoints. I can certainly see how it uses more processing power though. Same for MSAA, you're just sampling more points, why does it use more VRAM?
I must be missing something, or the rasterization algorithm is more complicated than that. If someone can explain, or redirect me to where I can find more information about this, that would be great. Thanks.
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