Keep in mind that I never said it was good or bad, and I worded it carefully to demonstrate how the resulting image came from an internal rendering resolution of 1080p. I was speaking to how people received it.
I’m pointing to the contrast between perception and reality.
What people valued in that game was framerate and fidelity.
When it comes to real-time rendering think of graphics as a balance between:
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Fidelity: the amount of geometric detail and tessellation, texture detail, particles, material shader implementations, draw distance, lighting implementation and shadow detail, post-processing effects, etc.
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Resolution: self-explanatory but I’d like to include image-quality aspects in this like texture-filtering, anti-aliasing, and up-scaling.
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Framerate: again, self-explanatory but I do want to mention that target framerates that are locked with resolution-scaling to help maintain it has been common practice in the last gen and may not be so in high-framerate next-generation titles where VRR affords variable framerates over 90 FPS without looking too bad and without screen-tearing.
Much like the software adage where you are balancing between cost, quality, and time (shorter time the better) where you can have any two but not all three… I’d apply the same to the three above aspects of visuals.
So my point is that resolution/image-quality seems to be taking a backseat early on in this generation when it comes to impressing players.
Contrast that to feet early footage of Halo Infinite that ran at a native 4K resolution at 60 frames per second, they had to sacrifice fidelity for it. I wasn’t fan of some of the artistic decisions but some of them were technical decisions and technical sacrifices.
This is why I think targeting a native 4K resolution may not be the best choice for developers. A sub-4K res target with as much fidelity as possible, including the implementation of raytracing, and using whatever tools possible to upscale to 4K, is the best course of action If you’re looking to impress most gamers.
I personally would like to target 6K AND 120fps, but that’s just me. I have no problems sacrificing graphical fidelity. I’m not targeting the mass market, I’m more interested in making something unique. But for some projects you are aiming it towards the mass market and I personally think that native resolution is what you’re going to have to sacrifice.
By the way all of this is my opinion and I do need more data to back up the idea that gamers prefer fidelity over everything else as all of my data is purely anecdotal from online reactions and the reactions from my friends. That’s why I stated in the previous tweet that it would be nice to have some polling data on gamer perspectives. Also I’m operating on 8 hours of sleep in the last 48 hours, heh. If I sleep now I’m going to screw up my sleep schedule so I’m going to try to stay up for a few hours, here. 