Tilted Forum Project Discussion Community  

Go Back   Tilted Forum Project Discussion Community > Interests > Tilted Technology


 
 
LinkBack Thread Tools
Old 06-22-2005, 11:15 AM   #1 (permalink)
Lover - Protector - Teacher
 
Jinn's Avatar
 
Location: Seattle, WA
Video Resolution vs. Performance?

Can anyone tell me what effect video resolution has on video display performance? I've always "known" -- that is, I've been told, that 1280 x 1024 would strain my card more than 800 x 600 would. However, if I ever notice a difference in performance between the two, its neglible. I'm a software guru, so hardware is definitely not something I understand fully. I realize that its drawing that many more pixels/inch on the screen, but does that really matter to the renderer/GPU? It seems more like a monitor issue than video card. I run a GeForce2 (dont get me started) right now, so its not that the card is just too fast to notice a difference.

Any suggestions? Be as detailed/technical as you gotta be.
__________________
"I'm typing on a computer of science, which is being sent by science wires to a little science server where you can access it. I'm not typing on a computer of philosophy or religion or whatever other thing you think can be used to understand the universe because they're a poor substitute in the role of understanding the universe which exists independent from ourselves." - Willravel
Jinn is offline  
Old 06-22-2005, 02:50 PM   #2 (permalink)
Go Cardinals
 
soccerchamp76's Avatar
 
Location: St. Louis/Cincinnati
Yes, having a higher resolution is more graphic intensive than a lower resolution. The difference between 1280x1024 and 800x600 isn't as noticeable as the one from 1280x1024 to 1600x1200 or 1920x1200. Especially playing games under those resolutions, the performance decreases with increased resolution.
__________________
Brian Griffin: Ah, if my memory serves me, this is the physics department.
Chris Griffin: That would explain all the gravity.
soccerchamp76 is offline  
Old 06-22-2005, 03:11 PM   #3 (permalink)
Quadrature Amplitude Modulator
 
oberon's Avatar
 
Location: Denver
Having a higher resolution means the graphics card needs more memory to hold the color data for each pixel. How much is required depends on the color depth of your screen. If it's 24-bit, that's 3 bytes per pixel. So for 1600x1200 @ 24 bits/pixel that's 5MB or so of video memory (3 * 1600 * 1200 = 5760000). That used to matter many years ago but nowadays it is more a function of your monitor, as you say. For 2D, video cards just receive a bitmap organized by the CPU and forward them to the monitor (monitor doesn't store any data, just rewrites the pixels n times every second). For 3D it's more complex, and GPU speed/GPU memory bus rate matter a lot more for those sorts of things, because the GPU actually does some work.
__________________
"There are finer fish in the sea than have ever been caught." -- Irish proverb
oberon is offline  
Old 06-22-2005, 04:21 PM   #4 (permalink)
Psycho
 
Location: North America
The reason why the video card works harder at higher resolutions is it's rendering a more detailed image every frame. More detail means more work for the video card.
catback is offline  
Old 07-07-2005, 07:41 PM   #5 (permalink)
Junkie
 
Location: San Francisco
There are calculations that need to be done for every pixel visible on the screen. Having more pixels means more of these calculations need to be done, which decreases the frame throughput. This is really the most important part; as noted, the frame buffer using more memory at higher resolutions isn't much of a factor if at all these days.

The basic job of the video card is to obtain a color value for every pixel on the screen. So for every given pixel we need to figure out which polygon is visible to the camera and what color the polygon is at that point. (There could also be multiple visible polygons if we have transparent polygons, in which case the colors need to be blended to obtain a final value.) We can render polygons with a scanline algorithm, which goes up or down the array of pixels line by line and scans across each line to determine which pixels are inside the polygon. Already we see one way that higher resolution slows it down, because if there's a polygon with a certain physical size, at higher resolution there are more pixels in it that need to be scanned and set to the proper color in the frame buffer.

So what's the proper color? Actually, before we figure that out, we need to answer the question, Is this polygon the one closest to the camera at this point? Because if not, it's not going to be visible and we shouldn't waste time calculating a color. This is where the z-buffer comes in, which holds the z-value (depth into the screen) of the point on the polygon closest to the camera. We need to take the z-value of the pixel we just calculated a color for and compare it to the z-value already in the buffer. If it's closer (which could be greater or less depending on your definition of "close"), we update the z-buffer, calculate the color, and change it in the frame buffer. If it's further than something already there, we throw it out and move on.

As for the color, the simplest way to figure that out is if we're using flat shading and no textures, where every pixel in a polygon is the same color. But needless to say, this is very ugly and unrealistic, and so real renderers almost always use a combination of textures and shading/lighting to achieve a better look. So for every pixel in a polygon, we need to get the texture coordinates, look up the color value in the texture, take that color value and apply shading and lighting. (This could be done by the fixed-function pipeline or by a custom pixel shader.) Finally we can set the color of the pixel in the frame buffer.

All of this writing is what the card has to figure for every pixel in every polygon (that makes it through clipping and culling, but let's not get into that), and there are more pixels in polygons at higher resolution. z-testing, lighting calculations, texture lookups, pixel shaders, and so on, all math being repeated more when we have more pixels, and more math means more calculation time and fewer final frames. What the hardware does is not all that different from a software implementation of a renderer, it's just a lot faster.
__________________
"Prohibition will work great injury to the cause of temperance. It is a species of intemperance within itself, for it goes beyond the bounds of reason in that it attempts to control a man's appetite by legislation, and makes a crime out of things that are not crimes. A Prohibition law strikes a blow at the very principles upon which our government was founded." --Abraham Lincoln
n0nsensical is offline  
 

Tags
performance, resolution, video


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -8. The time now is 09:53 AM.

Tilted Forum Project

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.0 PL2
© 2002-2012 Tilted Forum Project

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360