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GPUs Keep Getting Faster, But Your Eyes Can't Tell

itwbennett writes "This brings to mind an earlier Slashdot discussion about whether we've hit the limit on screen resolution improvements on handheld devices. But this time, the question revolves around ever-faster graphics processing units (GPUs) and the resolution limits of desktop monitors. ITworld's Andy Patrizio frames the problem like this: 'Desktop monitors (I'm not talking laptops except for the high-end laptops) tend to vary in size from 20 to 24 inches for mainstream/standard monitors, and 27 to 30 inches for the high end. One thing they all have in common is the resolution. They have pretty much standardized on 1920x1080. That's because 1920x1080 is the resolution for HDTV, and it fits 20 to 24-inch monitors well. Here's the thing: at that resolution, these new GPUs are so powerful you get no major, appreciable gain over the older generation.' Or as Chris Angelini, editorial director for Tom's Hardware Guide, put it, 'The current high-end of GPUs gives you as much as you'd need for an enjoyable experience. Beyond that and it's not like you will get nothing, it's just that you will notice less benefit.'"

195 of 291 comments (clear)

  1. There are other applications by RunFatBoy.net · · Score: 1

    Aren't there are other areas of science that a faster GPU benefits namely structural biology and the modeling proteins?

    -- Jim
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    1. Re:There are other applications by K.+S.+Kyosuke · · Score: 1

      And perhaps natural language processing, to put forward my pet peeve.

      --
      Ezekiel 23:20
    2. Re:There are other applications by exomondo · · Score: 4, Informative

      These are often marketed as GPGPU products, nVidia's Tesla for example, rather than taking a bunch of Geforces and putting them together.

    3. Re:There are other applications by MrHanky · · Score: 1

      I'm not sure I'd call a 27" monitor an area of science, but it does benefit from today's faster GPUs.

    4. Re:There are other applications by Anonymous Coward · · Score: 5, Informative

      Aren't there are other areas of science that a faster GPU benefits namely structural biology and the modeling proteins?

      Even ignoring that, the guy is a fucking idiot.
      He seems to be confused about the function of a GPU- they are doing far more than simply pushing pixels onto the screen. Wake up buddy, this isn't a VGA card from the 90's. A modern GPU is doing a holy shitload of processing and post-processing on the rendered scene before it ever gets around to showing the results to the user. Seriously man, there's a reason why our games don't look as awesomely smooth and detailed and complex as a big budget animated film- it's because in order to get that level of detail, yes on that SAME resolution display, you need a farm of servers crunching the scene data for hours, days, etc. Until I can get that level of quality out of my desktop GPU, there will always be room for VERY noticeable performance improvement.

    5. Re:There are other applications by Anonymous Coward · · Score: 1

      Let's not even mention 3P and 5P fullhd or 19x12 setups, 3P 2560x1440 (yay for cheap korean IPS) or that 60Hz 3840x2160 displays are dropping in price quick...

    6. Re:There are other applications by Score+Whore · · Score: 4, Insightful

      Not to mention that the world hasn't standardized on 1920x1080. I've got half a dozen computers / tablets and the only one that is 1080p is the Surface Pro. The MacBook Pro with Retina Display is 2880x1880. Both of my 27" monitors are 2560x1440. I don't have any idea what this dipshit is thinking, but his assumptions are completely wrong.

    7. Re:There are other applications by TechyImmigrant · · Score: 4, Funny

      I wouldn't let a 1920x1080 monitor grace my cheap Ikea desk.

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    8. Re:There are other applications by Anonymous Coward · · Score: 2

      Thats why I have my old 1920x1200 panel on an arm off the wall. TECHNICALLY it isn't touching the desk.

    9. Re:There are other applications by acid_andy · · Score: 2

      16:10 FTW!

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    10. Re:There are other applications by Nyder · · Score: 1

      Aren't there are other areas of science that a faster GPU benefits namely structural biology and the modeling proteins?

      -- Jim
      Your website could be better. Getting weekly feedback is a good starting point.

      Benefits the Bitcoin Miner malware makers...

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    11. Re:There are other applications by icebike · · Score: 2

      I agree, the guy must live in the ghetto, using recycled year 2000 equipment.
      For his crapstation maybe he wouldn't get any benefit from a faster GPU.

      Monitors are getting bigger all the time, and the real estate is welcome when editing mountains of text, (as is a monitor that can swivel to portrait). 1920x1080 is not sufficient for a large monitor. I don't have any that are that limited. People aren't limited to one monitor either.

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    12. Re:There are other applications by aussie.virologist · · Score: 2

      Aren't there are other areas of science that a faster GPU benefits namely structural biology and the modeling proteins?

      Absolutely, I run complete atomistic molecular dynamics simulations of viruses that cause disease in humans (enterovirus simulations around the 3-4 million atom mark). Five years ago I had to use a supercomputer to model 1/12 of a virus particle which barely scraped into the nanosecond range. I'm now able to run complete virus simulations on my desktop computer (Tesla C2070 and Quadro 5000) and I get 0.1ns/day or on my 2U rack (4x Tesla M2090) with 2 viruses running simultaneously at almost 0.2ns/day. That's using the last generation of nVidia cards (Fermi), I should in theory be able to almost double that with the new Kepler cards. I will be VERY interested to see how the next ?Maxwell architecture pans out in the future. I can see a time in the not to distant future when I can model multiple instances of virus-drug interactions on-site here in the lab and get results overnight that I can compare with our "wet lab" results. I use NAMD for the simulations which works well with the CUDA cards.

    13. Re:There are other applications by SuricouRaven · · Score: 1

      Lots of uses. Voxel reconstruction is a good one. The algorithms that run the 3D modes on every medical ultrasound, CAT and MRI scanner. They also brute-force problems in more elementary physics - quantum mechanical simulations. Convolution processing used in image and video filtering - not worth the effort if you are just trying to de-blur a photo, handy if you want to de-blur a 4K video feed.

    14. Re:There are other applications by Anonymous Coward · · Score: 3, Insightful

      Err, wrong.
      24-30FPS is enough *with proper motion blur*
      Without motion blur, you need about 3x that.

    15. Re:There are other applications by lgw · · Score: 4, Insightful

      We only get good enough framerate at 1920x1200 (the One True Resolution) because of a lot of shortcuts. Improved computing power could allow games to make the transition to better lighting models (whatever they call the new ray0tracing stuff) that are both easier for artists/world builders and look better and more natural. It would also be nice to stop thinking of everything in polygons, but there's so much tooling there beyond the GPU (and if you push the poly-count high enough it doesn't matter visually).

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    16. Re:There are other applications by amicusNYCL · · Score: 3

      Seriously man, there's a reason why our games don't look as awesomely smooth and detailed and complex as a big budget animated film- it's because in order to get that level of detail, yes on that SAME resolution display, you need a farm of servers crunching the scene data for hours, days, etc.

      That reminds me of the Final Fantasy movie from 2001, I remember watching that and being struck by the realism of the characters, especially the individual strands of hair of the female lead. Apparently she had 60,000 strands of hair that were individually animated and rendered, and her model had 400,000 polygons. The Wikipedia article has some interesting details:

      Square accumulated four SGI Origin 2000 series servers, four Onyx2 systems, and 167 Octane workstations for the film's production. The basic film was rendered at a home-made render farm created by Square in Hawaii. It housed 960 Pentium III-933 MHz workstations. Animation was filmed using motion capture technology. 1,327 scenes in total needed to be filmed to animate the digital characters. The film consists of 141,964 frames, with each frame taking an average of 90 minutes to render. By the end of production Square had a total of 15 terabytes of artwork for the film. It is estimated that over the film's four-year production, approximately 200 people working on it put in a combined 120 years of work.

      To your point, this bears repeating:

      with each frame taking an average of 90 minutes to render

      This isn't exactly a GPU pumping out 40 frames per second where it can afford to make several mistakes in each frame. Also to your point, here's another interesting detail:

      Surprisingly for a film loosely based on a video game series, there were never any plans for a game adaptation of the film itself. Sakaguchi indicated the reason for this was lack of powerful gaming hardware at the time, feeling the graphics in any game adaptation would be far too much of a step down from the graphics in the film itself.

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    17. Re:There are other applications by newcastlejon · · Score: 2

      Aren't there are other areas of science that a faster GPU benefits namely structural biology and the modeling proteins?

      Even ignoring that, the guy is a fucking idiot.

      Hear hear. I sorely miss the old ars, where new CPU architectures were explained - in detail - by someone who actually knew what they were talking about. Nowadays we have op-ed political ramblings, coverage of every. single. thing. to do with Apple and some guy drinking the latest fad food and giving us all a daily update on what colour his shit is. (Seriously, that happened.)

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    18. Re:There are other applications by godrik · · Score: 1

      The number of application GPGPU are tremendous. Actually people start just calling them accelerators more than GPU. from structural biology, to image processing, from graph analytics to text mining, from fluid mecanics to energy minimization, there are not a lot of problems which have been investigated today using GPUs.

    19. Re:There are other applications by hairyfeet · · Score: 4, Informative

      But everyone here is missing the REAL advantagse of new GPUs....power consumption and price. My HD4850 uses over 110w and reaches nearly 190c under load, the HD7770 I'm getting for my BDay? It is nearly 60% faster while uses less than HALF of the power and creating less heat by nearly half. And while my HD4850 new cost nearly $300 the HD7770? Can be had for less than $100.

      Now that CPUs have pretty much maxed out the big gains will be in GPUs, both on power and price. Sure the top 'o the line will be a giant wallet raper but those are really ePeens more than anything and the biggest sales will be the $75-$150 range and that is where we are seeing some really sweet cards.

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    20. Re:There are other applications by fisted · · Score: 1

      bitch, please.

    21. Re:There are other applications by im_thatoneguy · · Score: 5, Interesting

      I do some work on the side for a hardware raytracing company and you're mostly right. Shameless plug: http://caustic.com./ And speaking as a VFX artist ray tracing is way easier. When you aren't cheating everything it becomes much simpler to get to "realistic". Global Illumination also goes a long way to help. I can take a game asset with textures and geometry and normal maps etc and render it with a raytracing engine and it looks dramatically better.

      The problem with current technology is that there is something of a divide in performance. Present ray tracing technology is about 5x too slow to match a good rasterized game. You could deliver 10-20 fps at decent resolution with ray tracing but wouldn't get any noticeable benefit. To really get that silky smooth GI you need another 20-30x faster or so (even with a dedicated ray tracing chip).

      The challenge then is to improve ray tracing chips fast enough to catch up to GPUs. I think in 3-4 years you'll see a number of games which deliver exceptional ray traced images. Rivaling film renders in real-time. But 3-4 years in spite of this author's nonsense is a long time in GPU technology. In the last 3-4 years we've seen tessellation, the first instances of GI and dynamic light reflections. These make a huge difference. They're total hacks but game developers can't sit still and as much of a pain as they are--they work. It would be more of a paint to rewrite their engines from scratch to take advantage of a whole new rendering pipeline.

      The other challenge is that the reason many films look so good is because of 2D cheats in the composite. If you look at a raw render out of Arnold, Brazil, Renderman or Vray it's not really like what shows up on screen. There is a lot of sweetening, a lot of one-off lighting tricks in post and in the render which only look great from the one angle. Games have to look good from every angle. I don't know that they'll ever achieve that. They'll look more photographic but the ultra polish of a film comes from lighting TDs, cinematographers and compositors all working in tandem to polish a shot for days or weeks. If things just looked good from every direction all the time--the VFX work on a feature film would be dramatically reduced. So in that regard game developers are going to have it way harder than film people. Not only does it have to render at 60 fps... but you can't cheat detail. You have to make it look good from 300 yards as you drive your car down main street... all the way to jumping out and walking up to 2" away and reading the headline.

    22. Re:There are other applications by pepty · · Score: 1

      I run complete atomistic molecular dynamics simulations of viruses that cause disease in humans (enterovirus simulations around the 3-4 million atom mark).

      I can see a time in the not to distant future when I can model multiple instances of virus-drug interactions on-site here in the lab and get results overnight that I can compare with our "wet lab" results. I use NAMD for the simulations which works well with the CUDA cards.

      Considering we can't even accurately model solvation of most drugs, let alone proteins, I think you're being a little optimistic. NAMD is really cool technology, but it will always be limited by the underlying forcefields. Given a group of lead compounds, can any virus model accurately predict binding modes, allostery, agonist/antagonist effects, kon, koff, binding inhibition, etc. for members of the group or even just rank them in the correct order? By predict I mean predict: no wetlab experiments introducing the lead compounds to viruses/viral components until after the modeling results are in, no forcing of binding sites or modes in the simulation.

    23. Re:There are other applications by Shadow+of+Eternity · · Score: 4, Informative

      First off you're so wrong it hurts. Until very recently graphical framerates in the average FPS were relatively insulated from "physics framerates", in the days of TFC for example 100fps didn't make your rockets any more accurate because the SERVER calculated its trajectory.

      Secondly it's been proven time and time again that humans are perfectly capable of detecting framerates well into the hundreds. Fighter pilots can not only detect a SINGLE frame from somewhere around 1/200th of a second but even tell you what enemy jet it was. Gamers are similar, until consolization forced a lower standard onto everyone and covered it up with a lower FOV filled with massive amounts of bloom and blur performance was judged by the gold standard of a solid 60fps minimum, 30 was choppy and 100 was idea.

      --
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    24. Re:There are other applications by Macman408 · · Score: 1

      That reminds me of the Final Fantasy movie from 2001, I remember watching that and being struck by the realism of the characters, especially the individual strands of hair of the female lead. Apparently she had 60,000 strands of hair that were individually animated and rendered, and her model had 400,000 polygons. The Wikipedia article has some interesting details:

      Random comparison: NVIDIA's A New Dawn demo that was released with the GTX 690 a yearish ago has 40,000 strands of hair, and the whole scene has 4 million triangles. So maybe in another 10 years, GPUs will be able to make real-time rendering look like what we saw in Avatar.

      There are still a LOT of quality enhancements to be made to video games. You can play Pac-Man at 60fps on a card from 5 years ago (or 10, or 15)... That doesn't mean that people stopped buying graphics cards. As the technology advances, game developers find ways to take advantage of it, making environments more detailed and realistic. When a low-end GPU can render any photorealistic scene (meaning one that is completely indistinguishable from a photo) at 60 fps, I will entertain the thought that maybe we've hit the peak. But by that time, somebody will have come up with more ways to use the technology (looking backwards, this might include such non-pixel-pushing tasks as adding physics, or particle simulations for water, fire, smoke, etc.).

    25. Re:There are other applications by Macman408 · · Score: 1

      Please save your lovely Ars rant for a submission that is actually FROM ARS. I mean really, this is Slashdot - I don't expect you to RTFA, but can you at least mouse over the link?

    26. Re:There are other applications by jhol13 · · Score: 1

      I would love to get 24" display with better resolution than 1920x1200, but they do not exist. 27" is too big for my desk.

    27. Re:There are other applications by fa2k · · Score: 1

      It's almost impossible to find any >1080p monitors with better than 60 Hz. Some overclockable Korean monitors have it, but it's arguable whether the panel can keep up. Many gamers forego higher resolution in order to get higher refresh rates.

      This guy may actually have a point (haven't RTFA). If a graphics card can display consistent 60 fps on 2560x1600 or 144 fps on 1920x1080, then there's nothing better to do (pending 4K, which will be reasonably priced soon enough)

    28. Re:There are other applications by Calinous · · Score: 1

      1600x1200 FTW

    29. Re:There are other applications by Calinous · · Score: 1

      Apple's retina at 2880 by 1800 is 1440x900 quad - and 1440x900 is a the resolution for 19" or so widescreen displays

    30. Re:There are other applications by geirlk · · Score: 2

      Mine sure does.
      Using two none-SLI GPUs, a GTX670 and an older GTS460. I use the 460 for physx and a couple of older 20" monitors, and a 27" WQHD as main monitor on the GTX670. I've also hooked the 670 up to the TV, running 1080p for when I'm in couch potato mode. I can see a dramatic difference in speed changing between TV and main monitor.

      The difference between 1080p and WQHD is remarkable in certain games, like eg. Civilization 5. Most games with an isometric view benefit from it.

    31. Re:There are other applications by poetmatt · · Score: 2

      Actually this is borderline hilarious/obtuse of an article in the first place. This is implying that increasing a GPU's power is about resolution - when more and more demanding games require those same increases of a GPU's power.The article could not be further from any truth whatsoever.

      So can eyes tell when GPU's get faster? Absolutely. You just need to put in a context people can understand. In this article they have a call of duty video of the xbox one side by side with PS4, and then a video with PC side by side with PS4 for the same game. So resolutions are: 720p -> 1080p playtation -> 1080p (pc, fully upgraded). Anyone can easily see the differences made, and it's not "hard to tell".

      I hope this shows people that the folks at Toms Hardware Guide are sometimes correct and sometimes completely idiotic.

      Additionally, you will be able to see a difference if your game stutters at 30FPS vs 60FPS. So there as well, the need for better performing GPU's still exists.

    32. Re:There are other applications by lxs · · Score: 2

      Silly rabbit. GPUs are for mining bitcoins.

    33. Re:There are other applications by poetmatt · · Score: 1

      Ray tracing would be nice if it gets there, but we've been waiting how long for that? Also, it's not like GPUs are sitting at a standstill, and that's just one of many raytracing issues that will present themselves. The original "hey, look at raytracing, we can do that!" stuff from intel was so laughably far behind that when it catches up to GPUs from 2007 it will be 2017, and we'll have more potent GPUs by then.

      Even if you have a GPU capable of raytracing you are sacrificing something to do so. Nobody wants another round of "here, you need a separate GPU for raytracing" in addition to standard rendering in PCs, even if it were free/used the IGP while the rest of the graphics are being done via a GPU. If you're giving up gpu shader priority to raytracing over rastering, then all of a sudden rastering games take the performance hit.

      In short, the market is too established with garbage like directx for raytracing to make a successful introduction any time in the next 10-15 years. I won't say it will never happen, but even if raytracing cards caught up to GPU performance today and were cheaper than standard graphics cards (aka better on all fronts) you would still have zero adoption.

    34. Re:There are other applications by jafiwam · · Score: 1

      It's almost impossible to find any >1080p monitors with better than 60 Hz. Some overclockable Korean monitors have it, but it's arguable whether the panel can keep up. Many gamers forego higher resolution in order to get higher refresh rates.

      This guy may actually have a point (haven't RTFA). If a graphics card can display consistent 60 fps on 2560x1600 or 144 fps on 1920x1080, then there's nothing better to do (pending 4K, which will be reasonably priced soon enough)

      Make them run cooler

      Make them smaller

      Make them less expensive

      Make better drivers for more operating systems (imagine acceleration in a virtual machine so good we can cross-hardware and operating systems easily)

      Make the drivers less important by putting more of it on the card

      Yes, GPUs have come a long way, but making them run faster with more pixels and more surfaces and lighting isn't the only thing in play.

    35. Re:There are other applications by BlackSnake112 · · Score: 1

      Also the HD7770 is a 128 bit card. It may be 'better' on paper with specs, but the 7770 will lose to 256 bit (or bigger) cards. Less throughput using the 128 bit bus.

    36. Re:There are other applications by ILongForDarkness · · Score: 1

      I get what you are saying but I think it is that users haven't been bitching enough. We get nice mass market "power user" rigs and our flat panels have gone from 19" -> 24" over the last 5 years or so but we've stuck with 1920X1080 even though we have ~2X the screen space. Maybe it was wishful thinking but I was hoping that the latest iMacs would have gotten a refresh from the 2560X1440 maybe retina screen is too much to ask (would probably be in the 8k ish range with a 27" screen size) but 4k would have been nice for say a $2-300 price bump.

      At 1920X1080 I increase my text size when coding not because I have a hard time reading text that is small but because I find the pixellation such crap on larger screens that I make it bigger so the lines are thicker and the edge blur isn't such crap. The iMac screen I have at home is probably the only large screen I've found acceptable at 10pt and even that is borderline. 1920X1080 is just craptacular on my 24" at work.

    37. Re: There are other applications by Mabhatter · · Score: 1

      iPad with Retnia display will save us. Those are 2048x1536. Retnia display MacBooks are 2880x1800.

    38. Re:There are other applications by drinkypoo · · Score: 1

      I realize that I am talking about antiques now but there has always been variety in GPU power envelopes. a 240GT consumes 1/2 the power of a 250GT but provides 3/4 the performance, which is why I got the 240. My whole PC consumes less than 200 watts typical and less than 300 peak, and it's got six cores and a decent GPU for its time.

      --
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    39. Re:There are other applications by gl4ss · · Score: 1

      the summarized portion at least completely ignores the fact that faster gpu's and cpu's can push more to the screen.

      I can't keep up with antialias in latest games.. so, yeah, I would see a benefit from a faster gpu.

      if you buy a 500$ gpu every 6 months then it's not that likely that you'll see much of a difference on each iteration.. or if you just keep playing half-life 2.

      but we are still a decade away from the day that you couldn't use the extra power in gpu if you have even the tiniest bit of creativity in you..

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    40. Re:There are other applications by hobarrera · · Score: 1

      Or something way more mainstream: GAMING! I can sure as hell tell the difference between a 2013 and a 2011 video card with a very graphic-intensive computer game. I guess this article's author forgot that facebook and email isn't a computer's only use.

    41. Re:There are other applications by lgw · · Score: 1

      Thanks for a post that reminds me of why /. used to be great.

      There is a lot of sweetening, a lot of one-off lighting tricks in post and in the render which only look great from the one angle. Games have to look good from every angle.

      I think games have some room here. You can do useful stuff to a 2D frame after it's been created in the GPU (like good FSAA of course). Of course, I'd suspect many of the algorithms used for film aren't yet public.

      Back when it was a struggle getting framerate, you would get an amazing improvement by rendering hi-rez textures at 800x600, pixel doubling to 1600x1200, then doing good FSAA. (As opposed to turning off all the chrome or using low-rez textures, then rendering at 1600x1200, to get the same framerate.) I suspect more modern and impressive 2D clean up tricks could be done in a game today, as long as they didn't take per-scene human judgment of course, and wouldn't be competing with the 3D rendering engine for compute power.

       

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    42. Re:There are other applications by Applekid · · Score: 1

      the summarized portion at least completely ignores the fact that faster gpu's and cpu's can push more to the screen.

      I can't keep up with antialias in latest games.. so, yeah, I would see a benefit from a faster gpu.

      If you have enough pixels on your display, is anti-aliasing really needed?

      --
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    43. Re:There are other applications by hairyfeet · · Score: 1

      If you are playing with triple screens or a 4K screen you are correct but at 1080P or lower (my screen is 1600x900) then the bandwidth difference frankly means nothing. I have seen this first hand as the youngest already bought an HD7750 and he frankly smokes my system in Borderlands II, he has everything cranked and never drops below 45FPS while I have to keep it on medium to keep it above 30FPS with large battles.

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    44. Re:There are other applications by hairyfeet · · Score: 1

      You should look at an HD7750, they will most likely be sub $75 in a few weeks and it uses nearly 30% less than the 240 while being MUCH faster when it comes to pixel and texel rate, source.

      My youngest got one and I have to say I'm impressed, curbstomps my HD4850 while being whisper quiet and putting out VERY little heat. You could probably pair that with an ULV AMD or Intel and get a sub 150w gaming system pretty easily.

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    45. Re:There are other applications by drinkypoo · · Score: 1

      Well, I'm not even really playing games on my PC any more. And the next PC I build will be with the original CPU from this PC, a Phenom II X3 720 on a used foxconn board. Just need to buy some matching RAM now I guess, I should have enough other bits around. Any ideas for the quietest possible cooler for not much money for that? In my desktop I am using the $20 cooler master triple heat pipe with the big fan, but that's too big and noisy

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    46. Re:There are other applications by hairyfeet · · Score: 1

      The ONLY really quiet HSF that actually works is the Zalman coolers and they are big, bulky, and expensive, but its that or water cooling. And speaking of money you REALLY should buy a low end Asrock board as those X3 chips have really really REALLY good unlock rates. Hell my youngest is gaming on an Athlon X3 that we unlocked to a Phenom X4 with a cheap asrock board, got a 3.3GHz X3 for $65 and turned it into a 3.3Ghz quad core gaming beast. Paired with an HD7750 it just sips power while tearing through the games, just a sweet system.

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  2. Lets not forget by geekoid · · Score: 5, Insightful

    they need to handle more stuff happening on the screen.

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    1. Re:Lets not forget by infogulch · · Score: 5, Insightful

      Exactly, the games themselves have been pared down to fewer objects because our older cards couldn't handle it. Now there are new cards and people expect games that can use that horsepower to be available instantly? Sounds unreasonable to me.

      When your graphics card can handle 3x 4K monitors at 120Hz and 3D while playing a game with fully destructible and interactable environments (not this weak-ass pre-scripted 'destruction' they're hyping in BF4 & Ghosts) the size of new york city without breaking a sweat, the bank, or the power bill, THEN you can talk about the overabundance of gpu horsepower.

    2. Re:Lets not forget by Anonymous Coward · · Score: 1

      and 3D

      Ew, no.

    3. Re:Lets not forget by infogulch · · Score: 2

      Well, I just wanted an excuse for my 120Hz requirement.

    4. Re:Lets not forget by pepty · · Score: 1

      and 3D

      Ew, no.

      well, not that kind of 3D. When they finally give me that 2000 x 2000 x 2000 holographic display I'll probably be in the market for a new graphics card.

    5. Re:Lets not forget by Shadow+of+Eternity · · Score: 1

      Some of us like 100+hz because the refresh rate allows a faster screen redraw and prevents headaches.

      --
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    6. Re:Lets not forget by naoursla · · Score: 1

      He's talking about glasses-free holographic 3D that perfectly reconstructs the light field you would see if you were looking at the real object. With that you get motion parallax, stereo perception and the ability to focus.

    7. Re:Lets not forget by X0563511 · · Score: 1

      It's not even that level of change! Just cram more SSAO samples in and watch performance plummet.

      --
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  3. Now by Zeroblitzt · · Score: 3, Interesting

    Make it draw less power!

    --
    Mr. America walk on by your schools that do not teach Mr. America walk on by the minds that won't be reached
    1. Re:Now by Anonymous Coward · · Score: 1

      They are, slowly. I just replaced my AMD HD4890 with an HD7950, and my wattage consumption under normal load dropped by about 50 watts.

    2. Re:Now by afidel · · Score: 4, Interesting

      They are, you can get very playable framerates @1080p using a nearly passively cooled card (the next shrink will probably make it possible using a completely passive card). Hell, my new gaming rig draws under 100W while playing most games, my previous rig used over 100W just for the graphics card.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    3. Re:Now by dgatwood · · Score: 1

      Make it draw less power!

      In a modern architecture with proper power management, increasing the speed of the chip often does exactly that. If you graph power consumption over time, the total power consumption is the area under the line. Thus, if you make a chip that takes twice as much instantaneous power while it is active, but can do the work in a third as much time, then as long as you properly power down that extra hardware while it is idle, you're using two-thirds as much power when averaged out over time.

      This assumes that the idle power of the faster chip doesn't increase so much that you make up the difference during long periods of inactivity, of course. Reducing idle power is almost invariably an important goal. :-)

      --

      Check out my sci-fi/humor trilogy at PatriotsBooks.

    4. Re:Now by amicusNYCL · · Score: 1

      Hell, my new gaming rig draws under 100W while playing most games

      Impressive, my video card alone requires 2 additional power connectors in addition to what it draws from the motherboard.

      --
      "Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
    5. Re:Now by afidel · · Score: 1

      Based on results in the database it looks like it would score around 7k, I'll gladly give up 25% performance for a machine that runs silent even while gaming =)

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    6. Re:Now by Eskarel · · Score: 1

      I had a GTX-260 which had two power draws and weighed about a tonne, my new card is a 660, and uses only one additional cable and probably weighs less than half what the old one did. Obviously if you buy the overclocked top of the line ones power draw isn't reducing all that much, but the upper mid range cards are now much more efficient than their equivalents from a few years back.

    7. Re:Now by tompaulco · · Score: 1

      What does passively cooled mean? Does that mean the fans on the card are turned off? I have a 6990 that is cooled only by the fans on the card itself. I used to run bitcoin mining on it back when that was profitable. I never needed anything other than the stock cooling.

      --
      If you are not allowed to question your government then the government has answered your question.
    8. Re:Now by omglolbah · · Score: 1

      Passively cooled means that there are no "active" elements in the cooling. There would be no fans or water blocks on the card.

      Just a heat sink relying on ambient air.

    9. Re:Now by xt · · Score: 1

      My recipe for a gaming PC was a SilverStone Fortress FT03-Mini, a Be Quiet SFX 300W PSU, an Asrock H61 mini ITX MB, an i5-2400 with a Scythe Kozuti, an MSI GTX660 Twin Frozr, 8GB of RAM and an SSD. All fans are set to their lowest speed.

      It's silent, almost inaudible when not gaming and produces a muted sound when under full load, like an AC unit. I share the office with my wife and I can game wearing headsets while she studies and she doesn't mind. Temperatures under full load are OK as well, CPU 65oC and GPU 80oC with a room temperature ~25oC. Small, noiseless and good looking. The case costs a mint though.

    10. Re:Now by xt · · Score: 1

      That should be CPU stays under 65oC and GPU stays under 80oC...

    11. Re:Now by afidel · · Score: 1

      I went with a Fractal R4, i5-3350P, 650ti DirectCU 2, SSD and Seasonic S12II 430B. The fan on the fridge in the next room is significantly louder and it's a newer fridge =)

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
  4. we will need those phat GPUs: by Anonymous Coward · · Score: 2, Insightful

    -Multimonitor gaming
    -3D gaming (120 Hz refresh rate or higher)
    -4K gaming

    keep em coming, and keep em affordable!

  5. Err, wha? by Anonymous Coward · · Score: 4, Insightful

    One thing they all have in common is the resolution.

    So 2560x1440 and 2560x1600 27"s only exist in my imagination?

    1. Re:Err, wha? by halfEvilTech · · Score: 1

      One thing they all have in common is the resolution.

      So 2560x1600 27"s only exist in my imagination?

      um yes... those would be the 30" models...

    2. Re:Err, wha? by Anonymous Coward · · Score: 2, Informative

      ...which also don't exist according to TFA and TFS:

      Desktop monitors (I'm not talking laptops except for the high-end laptops) tend to vary in size from 20 to 24 inches for mainstream/standard monitors, and 27 to 30 inches for the high end. One thing they all have in common is the resolution. They have pretty much standardized on 1920x1080. That's because 1920x1080 is the resolution for HDTV, and it fits 20 to 24-inch monitors well.

    3. Re:Err, wha? by Ark42 · · Score: 1

      I guess, since it seems like every time I see somebody with a 2560 or 2880 width monitor, it's effectively pretending to be 1280 and 1440 anyway...
      "Why does this website go off the edge on my monitor?"
      "I don't know, it looks good for me, I'm using 1920 width, what's your computer set to?"
      "Says 2880"
      "Send me a screenshot"
      Screenshot is basically 1440 pixels blown up to 200%....

    4. Re:Err, wha? by bolt_the_dhampir · · Score: 1

      My 27" is 2560x1440, and there's plenty more where that came from. Samsung SA850T

    5. Re:Err, wha? by Luthair · · Score: 1

      I agree, the 27/30" monitors @ 1920x1080 would hardly be called high-end.

    6. Re:Err, wha? by foobar+bazbot · · Score: 2

      I prefer my 2560x1600 screens in 10" form factor. 27"+ needs to be at least 3840x2160.

      I prefer my 3840x2400 screens in 22" form factor. 27"+ needs to be... I dunno, something bigger.

      On the bright side, modern 4k displays do have better frame-rate and more convenient inputs than the old beast.

    7. Re:Err, wha? by Cederic · · Score: 1

      The irony here being that I'm browsing slashdot in a browser window around 1200 pixels wide on a 2560x1440 monitor. The rest of my screen is being used for other stuff, and I still get vertical web pages (that are easier to read).

      I need to full-screen my browser for photo sites and for forums that don't know how to line-wrap a long URL when someone pastes one in. Almost nothing else.

      Maybe you know people with poor eyesight or something.

  6. Your eyes... by blahplusplus · · Score: 5, Insightful

    ... can certainly tell. The more onscreen objects there are the more slowdown there is. This is why I like sites like HardOCP that look at MIN and MAX framerates during a gameplay session. No one cares that a basic non-interactive timedemo gets 100's of frames a second, they are concerned with the framerate floor during actually playing the game.

    1. Re:Your eyes... by intermodal · · Score: 1

      Additionally, it's not just about what people are playing now. It's about what people are playing next year and the year after. My two-year-old laptop plays a mean game of Half Life or Team Fortress Classic. Put me on a Team Fortress 2 map with 20 players, explosions, and flying missiles? 15ms ping rates can't save me from lag at that point, I've got to drop from the server because it's unplayable. Granted, it's a laptop, but TF2 came out years ago.

      --
      In SOVIET RUSSIA... erm...NSA AMERICA, the Internet logs onto YOU!
    2. Re:Your eyes... by MatthiasF · · Score: 5, Insightful

      And don't forget about refresh rates. A 60hz refresh rate might be the standard but motion looks a lot better at 120 hz on better monitors.

      Higher refresh requires more powerful GPU, no matter the resolution.

    3. Re:Your eyes... by fuzzyfuzzyfungus · · Score: 1

      "The more onscreen objects there are the more slowdown there is." Even when the framerates are fully in order, that one's a kicker: How did the developers ensure that framerates would be adequate on consoles, and on average PCs? By keeping the amount of stuff on screen down. And so we have pop-in, RPGs where a 'city' has maybe 100 people (spread across multiple areas with lots of clutter to occlude sightlines, and various other deviations from either the realistic or the epic, depending on what the occasion demands.

      Arguably (as with physics acceleration for destructible environments) that's the more difficult chicken-and-egg problem: If it's just a matter of how pretty things are, I can make it work on weak hardware, and if you have a nice GPU you can crank up the resolution, anti-ailias you little heart out, and set all the draw distance sliders to maximum.

      If, however, it simply isn't possible to cater to people who I need as customers if my environment has 500 NPC armies clashing or if castles can be knocked down one stone at a time, with realistic friction/leverage/impact, I can't just 'dumb down' for weaker systems, I'd actually need to rebalance the game, since the weak system version might never have you facing more than 20 NPCs, and can't have any puzzles/requirements that involve destructible environments (or I need a whole separate set of game assets with scripted quest-destructables that just have hit points and 'damaged' textures). It's a different game.

      This isn't to say that the effort to support all levels of prettiness is zero, I've no doubt that it isn't; but unless a contemporary rendering engine is downright broken, it should at least be possible for the gamer enthusiasts to render at substantially higher resolutions, more AA, longer draw distances, higher poly models and higher rez textures at greater distances, etc. without any changes to the core game. The same is Not true of changes that require power but are also integral to gameplay. If some people are seeing 'real' backgrounds (with actual NPCs and scenery doing their thing, and the laws of perspective applied) and other people are getting skyboxes and a few low-detail mountains, you can't let either party interact at great distances, or you'll risk changing the game.

    4. Re:Your eyes... by faffod · · Score: 1

      Refresh rate also reduces latency. Your button press will make a change in the game world sooner the faster the game simulation is running.

    5. Re:Your eyes... by SuricouRaven · · Score: 1

      I wrote a mod (Yes, you can have it if you ask) for UT2K4 that disables cleanup of decals, gibs and corpses. It's actually quite tricky - the code that does that is quite low-level, beyond the reach of unrealscript, so I had to use some hackery.

      I called it 'Knee Deep in the Dead,' an expression any gamer should recognise. The game handles it perfectly on modern hardware. Not only does it look a lot of fun, but it also impacts gameplay. You can get a good idea for where the danger zones are by the amount of gore plastering the walls and the presence of bullet holes.

      The only problem is an interaction with a certain other mod I made that creates comedically huge amounts of gore. Not so much knee deep in the dead as submerged. The two together can create enough load to strain the C2D laptop one of the gaming group uses.

    6. Re:Your eyes... by faffod · · Score: 4, Informative

      In your scenario the action started at exactly the same time. Then things diverge. The game state changing and reacting is driven by the game refresh rate (which may be independent of the video refresh rate). The latency between the game state change and the visual feedback is directly linked to the video refresh rate.
      As an example if you have the same game running on two machines, one at 60Hz and the other at 1Hz. In both cases you press the button at exactly the same time. The game update will process that button press and start a muzzle flash, that took some period of time that we will assume is equal for both machines (i.e. I won't make the slow rendering machine also have a slow game update, even if typicaly the two are tightly coupled). So 1/nth of a second after the button press both machines are ready to show the muzzle flash. On the first machine you will see the muzzle flash 16.6 milliseconds later. On the 1Hz machine the muzzle flash will appear 1 second later.

      Now, my example is a bit extreme (to make it obvious that there is a difference. Do not think that this is irrelevant in real word cases. I worked on one of the first fps games to win awards for jump puzzles that were not atrocious. Early on we spent a lot of time testing the game at 30Hz and at 60Hz. If we ran the game at 30 we could effectively double the quality of the graphics, which the art team obviously wanted so that they could do even greater stuff. But after blind testing we found that everyone noticed "something" was better about the game that ran at 60Hz. Reducing the latency between the button press and the jump allowed players to gage the jump point more accurately. Reducing the latency of the joystick movements allowed the player to guide their landings more accurately.

      One final note, maintaining a consistent frame rate is even more critical, players have to know that when the press "x" they will get the same result.

    7. Re:Your eyes... by fuzzyfuzzyfungus · · Score: 1

      Tell the guy with the laptop that if he can't handle it, he should push his graphics settings down from 'hurt me plenty' to one of the lower difficultly levels.

    8. Re:Your eyes... by BitZtream · · Score: 1

      What shitty game engines still take processing rate to monitor refresh rate? Hell, I'm an amateur and mine hasn't for 4 or 5 years!

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    9. Re:Your eyes... by faffod · · Score: 1

      The game engine I wrote on the N64 decoupled game simulation from rendering, this isn't a novel concept. So, I can't answer you question since it is a misunderstanding of what I was saying. See my reply to AC for details on how rendering frame rate affects latency.

  7. Totally wrong by brennz · · Score: 5, Informative

    In cutting edge games, FPS still suffers even at low resolutions.

    Many users are going to multi-monitor setups to increase their visualization and even cutting edge graphics cards cannot handle gaming at 1920x1080 x 3 display setups on taxing games or applications (e.g. Crysis).

    1. Re:Totally wrong by schlachter · · Score: 1

      plus 4K screens are just around the corner. and multi-screen 4K.

      --
      My God can beat up your God. Just kidding...don't take offense. I know there's no God.
    2. Re:Totally wrong by omglolbah · · Score: 1

      I run such a 5760x1080 gaming machine and it can be a pain.

      Especially since the 'automatic' settings of so many games assume I am using 1920x1080 and set the settings accordingly.. giving me 3fps *grump*

      Worse still, adding another card in crossfire has a bad solution due to the bottlenecks in the architecture. You get maybe 25-30% increased performance from adding a second card in games like BF3.. that was a huge disappointment.

      Games with less activity on screen (GW2, WoW) seem to handle the resolution well. I still want more power... hoping to snag a new card soon...

  8. Seriously? by fragfoo · · Score: 5, Insightful

    For games, GPU's have to process 3D geometry, light, shadows, etc. Number of pixels is not the only factor. This is so lame.

    --
    Sig? Heil
    1. Re:Seriously? by Andy+Dodd · · Score: 1

      Yup. GPU power these days isn't about final pixel fill rates, we've had more than enough for this for a while (although keep in mind that many GPUs render at 4x the screen resolution or more to support antialiasing) - it's about geometry and effects. Most of the focus on new GPU designs is in improving shader throughput.

      Yeah, monitor resolutions aren't changing much - but more GPU horsepower means that you can render a given scene in far more detail.

      Think of it this way - even GPUs from the early 2000s had no problem rendering Quake3 on a 1920x1200 screen. However, good luck rendering something as detailed as Crysis on GPU/CPU combos released even after five years of additional GPU development compared to things like a GeForce 2 or GeForce 3.

      --
      retrorocket.o not found, launch anyway?
    2. Re:Seriously? by ddt · · Score: 1

      Agreed. The assertion is totally ridiculous. Smells like slashdot is getting played by someone who wants to convince the world to buy underpowered GPUs.

    3. Re:Seriously? by gman003 · · Score: 1

      But it is a very significant factor. Increasing the output resolution (either through pure display, or by supersample antialiasing*) gives you a linear decrease in performance. Double the number of pixels, halve your framerate. So if a $200, 3840x2160 monitor were to come out tomorrow, most gamers would be getting about 15fps using the same hardware and settings they are now.

      * SSAA uses larger buffers for everything - color buffers, z-buffers, stencil buffers, etc. The more common MSAA (multisample antialiasing) algorithm only uses larger depth buffers (and maybe stencil?), but uses a normal-sized color buffer. This removes aliasing from polygon edges, but not from within textures - but by running much faster, it's an acceptable tradeoff.

    4. Re:Seriously? by SuricouRaven · · Score: 1

      Eventually we might finally have the power for raytracing.

      Developers would be happy. Raytracing algorithms are really simple - all the complexity in modern graphics comes from having to carefully calculate things like shadows, occlusion and shading that emerge naturally from the mathematics of raytracing. Just needs a ridiculous amount of processing power to pull it off in real time.

    5. Re:Seriously? by Rockoon · · Score: 1

      (although keep in mind that many GPUs render at 4x the screen resolution or more to support antialiasing)

      This is SSAA and on both AMD and nVidia its a choice that must be intentionally made these days. Only very early generation video cards were limited to supporting SSAA. The default on modern cards is always some variant of MSAA, which at its base level only anti-aliases the edges of polygons. MSAA has the advantage that for the same processing power, the edges can have a lot more samples per pixel taken than they would with SSAA. (ie, MSAAx16 is similar in performance to SSAAx4)

      There was a blip in between the first AA's and now where MSAA didnt work, when DX9 first appeared, due to a rendering technique called Deferred Shading which only ran shaders as a final pass on the "final" screen pixels. Deferred Shading was good on early DX9 hardware because shaders were still a very limited resource that was eaten up by overdraw, while memory bandwidth was a very abundant resource in comparison. MSAA didnt work because when the shaders were finally run, information about where polygon edges was unavailable. Now memory bandwidth is comparatively a far less abundant resource relative to shaders now, so Deferred Shading isnt used nearly as often as it was with those first DX9 games. Additionally, both AMD and nVidia now implement driver hacks for popular Deferred Shading games so that MSAA still works on them.

      --
      "His name was James Damore."
  9. Oculus Rift at... by Alejux · · Score: 2

    8K resolution, 120hz. Nuff said.

  10. Assumptions by RogWilco · · Score: 5, Interesting

    That statement makes the rash assumption that GPUs will somehow continue to grow in speed and complexity while everything around them remains static. What about stereoscopic displays which would double the required number of pixels to be rendered for the equivalent of a 2d image? What about HMDs like the forthcoming Oculus Rift, which over time will need to continue pushing the boundaries of higher resolution displays? Who on earth is thinking that the display industry is thinking "whelp, that's it! we've hit 1080p! we can all go home now, there's nothing left to do!" ? 1080p on a 24 inch display is nowhere close to the maximum PPI we can perceive at a normal desktop viewing distance, why is that the boundary? Why are 24" displays the end? Yes, improving technology has diminishing returns. That's nothing groundbreaking, and using that to somehow suggest that we have peaked in terms of usable GPU performance is just downright silly.

    1. Re:Assumptions by timeOday · · Score: 1
      Unfortunately desktop display resolutions have been stagnant for nearly 10 years now. (The Apple 30" was released June 2004).

      I was disappointed the new MacBook Pro does have Thunderbolt2, but does not support 4k displays. I have a Dell 30" on my old MacBook Pro but was looking forwarding to an upgrade, finally, but no.

    2. Re:Assumptions by timeOday · · Score: 1

      I am delighted to hear that! I work with maps a lot - they aren't dynamic but they love detail.

    3. Re:Assumptions by timeOday · · Score: 1

      Ha, I had a couple 21" CRTs on my desktop throughout the 2000s running 1600x1200. But in 1988, that must have cost a fortune, and the graphics to run it, even moreso. Even the video ram to hold a single frame buffer would have been several hundred if not a couple thousand dollars.

    4. Re:Assumptions by Areyoukiddingme · · Score: 1

      Stagnant hell. They've regressed. You can pry my 1880x1400 CRTs from my cold dead hands. It took a Korean manufacturer doing international sales to finally break the logjam in the US market on 2560x1600 LCDs, and that only happened last year. Until then, you couldn't get one for less than $1000, and they went for $1200-$1400 for years and years. They still run nearly $800 on NewEgg even today.

      And they're already outclassed. Now you can get this, an UltraHD 3840x2160 display, for less money. The downside is it's 39" vs 30", so the PPI is only slightly better. Oh, and the other downside is that specific product isn't available with DisplayPort, so to drive it at native resolution with HDMI 1.4a, you're stuck with 30 Hz. One hopes Seiki will find out that DisplayPort is royalty-free and release another model in the same price bracket.

      This only happened a few months ago. Finally. After a decade.

  11. No news here by JustNiz · · Score: 2

    If you're talking 2D desktop-type computing (surfing, emails, writing documents etc) the point of this article has already been true for at least a decade.

    If you're talking 3D hardware rendering (most usually gaming), there is no such thing as enough GPU power, as its also about consistently achieving the highest framerates your monitor can handle, while having every eye-candy setting maxxed out on the latest AAA games, which are mostly already developed to get the most out of the current and next generation hardware. Its a moving goalpost on purpose.

  12. That's an easy question to settle by Hentes · · Score: 1

    Get some volunteers, let them play on a machine with an old GPU and a machine with a new one. If they can tell which is which, then apparently our eyes can see the difference. I'd be curious to see the result.

    1. Re:That's an easy question to settle by uCallHimDrJ0NES · · Score: 1

      But then what would we fight about here?

      --
      Cloudiot: A person who does not see offsite storage as a way to lose control over access to his or her own data.
  13. DSP by IdeaMan · · Score: 2

    A GPU is no longer a Graphics Processing Unit, it's a general purpose DSP usable for tasks that have simple logic that must done in a massively parallel fashion. No, I'm actually not talking about mining bitcoins or specialty stuff, I'm talking about things like physics engines.
    On the other hand, they are still WAY behind the curve measured by the "My screen isn't 4xAA RAYTRACED yet" crowd.

    --
    They ARE out to get you simply because They are in it for themselves and they don't care about you.
    1. Re:DSP by Anaerin · · Score: 1

      Maybe, but there are some enterprising people working on it

  14. Good by The+Cat · · Score: 2

    Now maybe we can have gameplay and originality again.

  15. Author's poor interpretation of performance by Anonymous Coward · · Score: 2, Interesting

    "There is considerable debate over what is the limit of the human eye when it comes to frame rate; some say 24, others say 30,"

    That's what is studied and discussed as as the lower limit to trick people into thinking it is in motion. I believe there are other studies where they have used pilots as test subjects where they could spot an object between 1/270 a second and 1/300 a second. In addition, there's another study that our brain (and perhaps eyes) can be trained by watching movies/tv to be more relaxed and accept lower frame rates such as 24 as fluid, or higher. Different careers can have an impact as we are exposed to different things visually.

    Additionally frame latency can continue to be driven down (with diminishing returns) with higher performing cards even if the frame rate stays constant.

    1. Re:Author's poor interpretation of performance by Anaerin · · Score: 5, Informative

      And it depends on what part of the eye you're talking about. The Rods (The detail-oriented parts of the eye) see at around 30Hz. The Cones (The black-and-white but higher light sensitivity and faster responding parts) see at around 70Hz. This is why CRT monitors were recommended to be set at 72Hz or higher to avoid eyestrain - at 60Hz the Rods couldn't see the flickering of the display, but the Cones could, and the disparity caused headaches (You could also see the effect if you looked at a 60Hz monitor through your peripheral vision - it appears to shimmer).

    2. Re:Author's poor interpretation of performance by Jeremy+Erwin · · Score: 1

      75 Hz? Back when I used a CRT, 85 Hz was my preferred minimum; 60 Hz was ghastly, 75 Hz was bearable for short periods, and 85 Hz was rock solid.

    3. Re:Author's poor interpretation of performance by imikem · · Score: 1

      You've got that reversed: Cones are color sensitive and slower responding. Rods are monochromatic. Reference.

      --
      Perscriptio in manibus tabellariorum est.
    4. Re:Author's poor interpretation of performance by Anaerin · · Score: 1

      Well, I knew it was one way round. And I also know that 1/3rd of mine aren't working properly.

    5. Re:Author's poor interpretation of performance by Bengie · · Score: 1

      "it appears to shimmer" - I actually see bars scrolling. I can usually hear 60hz monitors.

  16. Not true. by decaheximal · · Score: 1

    I'm not excited about the "next" generation of cards because they'll be able to maintain a solid framerate at higher resolutions (I haven't been for almost ten years), I'm excited because they'll contain more and faster programmable shader units. That's where the magic sauce happens, and the more shader power you have the more awesome stuff you can do. And as other people pointed out, they're incredibly useful for a wide range of applications outside of pure graphics processing.

  17. Re:1080p is dildos by silas_moeckel · · Score: 1

    If your dropping 300 - 1k for a high end video card why would you be driving a 150 buck 1080p monitor off it? 2560x1600 monitors are 350 ish with decent ips panels.

    I'm running 3 32 inch 2560x1600 panels on my primary desktop and still want more pixels.

    --
    No sir I dont like it.
  18. my eyes can by epyT-R · · Score: 1

    I like high framerates and can see the difference, and there are other ways to spend the bandwidth and processing time, like color depth. 24bit is still quite limiting compared to 'real life' color gamut.. Of course, in order to be of benefit, we need displays capable of 'real life' color gamut, and normalizing even a 30bit depth on today's monitors is pointless.

    Another place GPU is (ab)used is with antialiasing and post process effects, which many like. I dislike antialiasing because it causes me eye strain with the slightly blurrier image. I'd rather live with the jaggies and have higher framerate. Same with the 'blur' and bloom effects now abused by modern titles. Enough already. It's not 'realistic' in the slightest to have all that blown out color in post processing. Example titles include battlefield 4, bioshock infinite, batman arkham origins, and the codemasters' racing games, though there are plenty of others.

    1. Re:my eyes can by Bengie · · Score: 1

      Most modern GPUs have final outputs of 16bits per channel because of pixel shaders, which is 48bits. They just convert it back into 24bit.

  19. C'mon, who let this crap get posted? by atlasdropperofworlds · · Score: 1

    Wow, how can something so stupid get chosen as a post? Seriously. Even at 1080p, even the high end GPUs fall below 60fps on the most demanding games out there. People to buy high-end GPUs often do so to pair them up with 3 1080p monitors, or a 1440p monitor, or even a 1600p monitor. In fact, these people need to buy 2 to 4 of these top-end GPUs to drive that many pixels and triangles.

    1. Re:C'mon, who let this crap get posted? by atlasdropperofworlds · · Score: 1

      Given the responses, I think you're right. Wait, unification to decay in 3.... 2..... 1.....

  20. Re:1080p is dildos by Lohrno · · Score: 1

    I would like my 2560x1600 display to update at more than 60hz if possible...

  21. It's A Dumb "Standard" by Jane+Q.+Public · · Score: 2, Interesting

    There is absolutely no reason to have 1080p as a "standard" max resolution. 5 years ago I got a nice Princeton 24", 1920 x 1200 monitor at a good price. And I expected resolution to keep going up from there, as it always had before. Imaging my surprise when 1920 x 1200 monitors became harder to find, as manufacturers settled on the lower "standard" of 1920 x 1080 and seemed to be refusing to budge.

    It's great and all that a 1080p monitor will handle 1080p video. BUT... when it does, there is no room for video controls, or anything else, because it's in "full screen" mode, which has limitations. I can play the same video on my monitor, using VLC, and still have room for the controls and other information, always on-screen.

    Now certain forces seem to want us to "upgrade" to 4k, which uses an outrageous amount of memory and hard drive space, super high bandwidth cables, and is more resolution than the eye can discern anyway unless the screen is absolutely huge AND around 10 feet away.

    Whatever happened to the gradual, step-wise progress we used to see? I would not in the least mind having a 26" or 27", 2560 x 1440 monitor on my desk. That should have been the next reasonable step up in monitor resolution... but try to find one from a major manufacturer! There are some on Ebay, mostly from no-names, and most of them are far more expensive than they should be. They should be cheaper than my 24" monitor from 5 years ago. But they aren't. Everything else in the computer field is still getting better and cheaper at the same time. But not monitors. Why?

    1. Re:It's A Dumb "Standard" by nojayuk · · Score: 3, Informative

      Is Dell enough of a major manufacturer for you? I just got a replacement 27" Dell 2560x1440 monitor delivered today after a big electricity spike blew out my previous Dell 27" monitor a few days ago.

      Sure it costs more than piddly little HD-resolution monitors but I'm looking at nearly twice the number of pixels as HD, it's an IPS panel, high-gamut and with a lot of useful extra functionality (a USB 3.0 hub, for example). Well worth the £550 I dropped on it.

      If you are willing to compromise and really want a 24" 1920x1200 monitor Dell make them too. The 2412M is affordable, the U2413 has a higher gamut at a higher price. Your choice.

    2. Re:It's A Dumb "Standard" by Anonymous Coward · · Score: 1

      Go to New Egg and look at LCD monitors. Filter for 24 inch and then look under resolutions. You'll find 164 under 1080p and 33 under 1920 x 1200. Non of the other resolutions are even available for purchase. Even if you don't filter you're going to still have 1080p as the vast majority of what's offered, and it's been that way for a long time. Unless this 4k and 8k con works out I don't anticipate your 2560x1440 catching fire. Sincerely AC

    3. Re:It's A Dumb "Standard" by sribe · · Score: 1

      I would not in the least mind having a 26" or 27", 2560 x 1440 monitor on my desk. That should have been the next reasonable step up in monitor resolution... but try to find one from a major manufacturer!

      For whatever reason, they seem to have been coming and going for the past year or two. If you don't find them this month, check back next month and you'll find several...

    4. Re:It's A Dumb "Standard" by Ichijo · · Score: 1

      [4k] is more resolution than the eye can discern...

      Yes, that's the whole idea behind retina displays.

      --
      Any sufficiently unpopular but cohesive argument is indistinguishable from trolling.
    5. Re:It's A Dumb "Standard" by SuricouRaven · · Score: 1

      It's the sweet-spot on price. The point beyond which component price starts rapidly increasing.

      This is partly due to an economy of scale issue. A lot of HDTVs use that panel size - 1080P HDTV. That means they are manufactured in vast quantities, which pushes the per-unit cost down.

    6. Re:It's A Dumb "Standard" by Kjella · · Score: 1

      1. Volume, volume, volume. Same panel for monitor and TV.
      2. Most software can't adjust DPI properly.
      3. Even on computers YouTube, Netflix etc. is huge

      The trend was already very clear with ATSC, DVB-S2 and BluRay all standardizing on 1920x1080 ten years ago, if you didn't realize it five years ago you must have had your head in the sand. You're the first person I've heard that has claimed it's an advantage to always have distracting controls and other information on the screen, maybe you're just seriously out of touch with the rest of the world? A 1920x1200 monitor is great for more workspace, but too few care about the extra 180 pixels to overcome the massive momentum. And the 2560x1440/1600 screens never got out of being an expensive niche product for a very small group of computer users. Video looked worse with upscaling.

      It was Apple that showed the way really, how do you get higher resolution without all these DPI/upscaling issues? You double it, stupid apps are simply zoomed 200% until they fix their shit. Apple did it to their phones, their tablets and their laptops and that's how TV is going to do it as well, we're just waiting for 4K to become doable. The cheap 4K panels like Seiki show there's no inherent big cost increase, it's just new technology and you're currently paying a lot to be on the bleeding edge. Once the momentum really gets behind 4K TV, I expect the prices for 4K monitors will quickly dive at or below 1440/1600p monitors.

      --
      Live today, because you never know what tomorrow brings
    7. Re:It's A Dumb "Standard" by Delusion_ · · Score: 2

      Amen. I find 16:9 to be too cramped, and this is compounded by the fact that a lot of web developers are still making content that assumes we're back in the age of non-widescreen monitors, meaning more scrolling. Or in the case of 16:9 monitors, MORE more scrolling.

      16:10 is a compromise I can live with, and it disappoints me that 1920x1080 has somehow become dominant merely because of a video distribution standard. Don't shackle me in your 16:9 chains.

      Frankly, I'd rather see a move to higher-resolution mainstream monitors with higher pixel density (again, at 16:10) than anything else as far as video improvement goes.

    8. Re:It's A Dumb "Standard" by FlyHelicopters · · Score: 1
      Eh, you think 4K is more resolution than the eye can discern?

      You have a strange standard... I game with an AMD 7970HD hooked up to 3x Dell 30" panels running a total of about 12 million pixels. You know what?

      I can see them (the pixels). Turning on MSAA helps, but kills framerates (I really need a second GPU but AMD has had horrible issues with frame pacing in Crossfire, might do it with a pair of 290X cards if those issues are worked out)

      I would love to have 3x 4K 32" panels, but frankly, I'll take 8K panels thank you very much. Then we won't need MSAA, but it will take 8K to get there.

    9. Re:It's A Dumb "Standard" by Jane+Q.+Public · · Score: 1

      "Is Dell enough of a major manufacturer for you? I just got a replacement 27" Dell 2560x1440 monitor delivered today after a big electricity spike blew out my previous Dell 27" monitor a few days ago."

      I often get a rough feel for a market by looking on Ebay. There were thousand upon thousands of 1080p monitors. A few hundred 1920 x 1200, just a few of which were Dell.

      There are about 600 or 700 monitors at 2560 x 1440 resolution, all of them far more expensive than they should be today, had the market kept improving over the last 6 years.

    10. Re:It's A Dumb "Standard" by Jane+Q.+Public · · Score: 1

      "It's the sweet-spot on price."

      But it shouldn't be by now. Were you paying attention to the point?

      "The point beyond which component price starts rapidly increasing. This is partly due to an economy of scale issue."

      Nonsense. A good 1080p monitor today costs more than the 1920 x 1200 monitor I bought 6 years ago. Why? Until the last few years, monitors were continually improving, just like computers. Then suddenly they stopped, and the "high-end" desktop resolution has actually gone DOWN for a few years, while prices kept going up.

      The rest of the computing industry hasn't gone that way.

    11. Re:It's A Dumb "Standard" by Jane+Q.+Public · · Score: 1

      But they should be as cheap as a 1920 x 1200 monitor was 6 years ago... and they're not.

      That's my point: monitors haven't been improving much, in terms of bang for the buck, in the last 5 or 6 years.

    12. Re:It's A Dumb "Standard" by Jane+Q.+Public · · Score: 1

      "A 1920x1200 monitor is great for more workspace, but too few care about the extra 180 pixels to overcome the massive momentum. And the 2560x1440/1600 screens never got out of being an expensive niche product for a very small group of computer users. Video looked worse with upscaling."

      You're missing the point. It isn't the few extra pixels. It is: WHY is the resolution LESS THAN it was 5 years ago? WHY did top-mid monitor resolution go DOWN, while prices kept going up? For about 6 years now. That is NOT the way it was before. We had monitors always improving in resolution AND price.

      Then this progress suddenly stopped. A decent 1080p monitor today costs more than my higher resolution monitor did 6 years ago. WHY is this so? The rest of computing machinery has kept getting better and cheaper during that period.

    13. Re:It's A Dumb "Standard" by Jane+Q.+Public · · Score: 1

      "I can see them (the pixels). Turning on MSAA helps, but kills framerates (I really need a second GPU but AMD has had horrible issues with frame pacing in Crossfire, might do it with a pair of 290X cards if those issues are worked out) "

      You're breaking one of the fundamental rules of working with digital monitors: if you can see the individual pixels, then you're sitting too close. Resolution is not the only monitor spec; pixel size is another. If the pixels are large enough for you to easily see, then the monitor was either made to be used at a longer distance, or it was cheaply made. The latter does happen sometimes.

    14. Re:It's A Dumb "Standard" by tepples · · Score: 1

      You're breaking one of the fundamental rules of working with digital monitors: if you can see the individual pixels, then you're sitting too close.

      I can see the edges of pixels on every Nintendo handheld I've looked at, from the original Game Boy through the 3DS XL, while I hold it in my hands at a comfortable distance. Am I holding it too close?

    15. Re:It's A Dumb "Standard" by Jane+Q.+Public · · Score: 1
      Repeat:

      "... or it was cheaply made. The latter does happen sometimes."

    16. Re:It's A Dumb "Standard" by FlyHelicopters · · Score: 1
      Sorry, but you're a bit off there... The point of a 30" monitor on your desk is that it fills your vision. Since we see wider than we see tall, I have 3 of them next to each other, makes for a much nicer experience.

      .

      If I pushed the screen further away, it would just have to be bigger. My TV in the living room is a 60" Sharp 1080P LCD, and I can see the pixels on that as well from 10 feet away.

      We are not yet to the resolution of our eyes, that is why Apple calls their newer displays "retina" displays, it is meant to be as sharp as our eyes can see (but they aren't there yet either, I can still see the pixels on my iPad). The resolution needs to double again and it will be close to true retina resolution.

      Granted, not everyone has 20/20 vision, some people even claim that Blu-Ray is really not any better than DVD, these people either have crappy TVs or terrible vision, because the difference is night and day. So if you don't think there is room for improvement, I assure you the issue is not your monitor, it is you. I see plenty of room for improvement.

      One final point... If you really think distance is the perfect solution, then we hit perfection 20 years ago. Your old 25" CRT SDTV was "perfect", you just had to move it further away, like perhaps into the next house, then you would have no further room for improvement in resolution.

      Yes, your distance comment was really that stupid. :)

  22. Re:Not just about pixels... by epyT-R · · Score: 1

    only 60? pff, 120 please..

  23. Console Ports. by Kaenneth · · Score: 1

    Most games are written for the Lowest Common Denominator, that is, Game Consoles.

    Hopefully PC games will be 'allowed' to improve when the next generation of console becomes standard.

    1. Re:Console Ports. by 0123456 · · Score: 1

      Hopefully PC games will be 'allowed' to improve when the next generation of console becomes standard.

      Except the next generation of consoles are basically low to mid-range gaming PCs.

    2. Re:Console Ports. by Your.Master · · Score: 1

      Where does the word "except" come into play there? They are about 8 years newer than the last gen and even if the last gen was top of the line and this is mid-bottom it's still a 5 year advance, if we assume that it takes 3 years for top of the line gaming hardware to mainstream itself.

    3. Re:Console Ports. by tepples · · Score: 1

      And those games that aren't written for consoles are written for mobile phones, or made on an indie budget smaller than what the console makers choose to deal with, or both.

  24. Yes, I can see it... by HaeMaker · · Score: 2

    Until, when I look at a video game on my screen and look at a live action TV show and can't tell the difference, there is room for improvement. Perhaps the improvement needs to come from the game developers, but there is still room and I do not believe we have hit the pinacle of GPU performance.

    By the way, 4K will replace 1080p very soon, so the article is doubly moot.

  25. Re:Nonsense by bobbied · · Score: 1

    Price?

    --
    "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
  26. Re:Nonsense by TechyImmigrant · · Score: 1

    Oooh. Shiny!

    --
    I should use this sig to advertise my book ISBN-13 : 978-1501515132.
  27. GPU's are not just for Graphics anymore by bobbied · · Score: 1

    Really? GPU's are being used more and more for more than just graphics processing. Many interesting parallel processing problems are being off loaded to GPU's where they are number crunching on hundreds of cores much faster than can be done on your main CPU. See http://www.nvidia.com/object/cuda_home_new.html for one such set of libraries for Nvidia cards.

    So WHO CARES if you cannot see the difference in what gets displayed. There is a LOT more going on.

    --
    "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
    1. Re:GPU's are not just for Graphics anymore by atlasdropperofworlds · · Score: 1

      Well, the OP is wrong anyway. I don't need to point out how - there's hundreds of posts here that are on the mark. It's the idiot moderators that though this kind of post was worthy of being on /. that severely disappoints me. No wonder I've been frequenting this site less and less.

  28. More resolution! by GrahamCox · · Score: 1

    1080p on a 27" screen? Those are some pretty big pixels! Actually my 27" iMac has far higher res than that, though still looks a little fuzzy after using my "retina" laptop screen. I hope to see these 300-ish ppi values reaching 27" screens sometime soon, and that's what these GPUs will need to be fast for. Unlike a TV set, which is viewed from a distance, a monitor is used much closer, so higher res is a very obvious benefit.

  29. Two Words: "Volume" and "Suppliers" by HaeMaker · · Score: 1

    If there is a widely accepted standard, there is a guaranteed customer base. 4K is the next logical plateau since it is gaining traction as the next broadcast standard (although NHK is pushing for 8K!).

    There are only two suppliers of flat panels, Samsung and Sharp (and Sharp isn't looking good financially). If you ask them to make a common, but not wildly common resolution, it will cost much more.

    In two years, you will be able to buy a 4K monitor for the same price as a 1080p screen, and all new video cards will support it.

  30. Re:640K by TechyImmigrant · · Score: 1

    640kHz is a really fast frame rate.

    --
    I should use this sig to advertise my book ISBN-13 : 978-1501515132.
  31. Re:Nonsense by Soft+Cosmic+Rusk · · Score: 1

    So that's lower resolution than the 12 year old, 22.2" IBM T220? Yeah, it's mind-blowing all right. Where did it all go so horribly wrong?

  32. Sure! by Greyfox · · Score: 1

    The game we've chosen for this test is Dwarf Fortress

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:Sure! by SuricouRaven · · Score: 1

      If that game gets much more complicated, it's going to need GPU acceleration.

    2. Re:Sure! by Cederic · · Score: 1

      It would already benefit greatly from it. A large fortress needs an awful lot of processing power if you want to speed up time.

    3. Re:Sure! by SuricouRaven · · Score: 1

      It would buy you more time to hit SCRAM lever and flood the level with water.

  33. Re: 1080p is dildos by UnknownSoldier · · Score: 1

    1080p @ 120 Hz with V-Sync OFF for multiplayer FPS is the gold standard on my GTX Titan.

  34. I think what they are trying to say is... by issicus · · Score: 1

    you need to buy a bigger monitor .

  35. You don't need a GPU. by rew · · Score: 4, Informative

    You don't need a GPU at all. A screen is 2Mpixels. Refreshing that about 60 times per second is enough to create the illusion of fluid motion for most humans. So that's only 120Mpixels per second. Any modern CPU can do that!

    Why do you have a GPU? Because it's not enough to just refresh the pixels. You need (for some applications, e.g. gaming) complex 3D calculations to determine which pixels go where. And in complex scenes, it is not known in advance what objects will be visible and which ones (or part) will be obscured by other objecs. So instead of doing the complex calculations to determine what part of what object is visible, it has been shown to be faster to just draw all objects, but to check on drawing each pixel which object is closer, the already drawn object or the currently being drawn object.

    1. Re:You don't need a GPU. by Billly+Gates · · Score: 1

      Hardware accelerated video effects, environmental bitmaping, polygon calculations, hardware color transformations, smooth scrolling, hardware font rendering with geomotry for resizing, etc??

      FYI I am not a game developer or cad artist, but does this even have to be asked in a place like slashdot?!

      Your cell phone uses A TON of GPU accelerated features and browsing your gmail in Android would go blip blip blip blip on the fastes of ARM 6 core processors and no widgets or even screen resizing would work without your GPU!

      Go use IE 8 at work and notice slashdot goes blip blip blip on your XP box. Use IE 11 or your phone and it is smooth up and down with your phone. Why is that? GPU accelerated framework. Chome and Firefox for some retarded reason turn it off by default?! Go in about:flags or about:config and turn hardware/GFX settings on and all of the sudden it looks smooth like your phone unless you have crappy Nvidia drivers.

      2d stuff is heavily accelerated these days if you ask any Intel atom netbook users how powerpoint is working out?

    2. Re:You don't need a GPU. by atlasdropperofworlds · · Score: 1

      Either your sarcasm detector needs calibration, or mine does...

    3. Re:You don't need a GPU. by rew · · Score: 2

      What I'm trying to say is: In theory a CPU is fast enough to refresh all pixels within the time of a single frame.

      But having a GPU that can do things to the screen while the CPU does other neccessary stuff makes sense. It starts with 2D bitblits.

  36. Nonesense by hsmyers · · Score: 1

    When I can have 32fps full screen animation of real-time zoom into a fractal I might be satisfied. Till then I will politely suggest that the premise is flawed...

  37. Are we really doing this again? by PopeRatzo · · Score: 1

    I remember when the manufacturers of speakers believed that humans couldn't sense audio information below 30Hz. There are still arguments about whether human beings can discern 100,000 colors or 10million. (http://hypertextbook.com/facts/2006/JenniferLeong.shtml)

    Oh, and don't forget that people really can't tell the difference between a 128-bit MP3 and one at 320-bit. And those who tell you that vinyl sounds better? Or that there's a difference between audio recorded digitally and audio recorded using analog processes. Pfft.

    Please. The new GPUs are about more than just framerate.

    I'm kind of surprised that a supposedly technologically sophisticated site like Slashdot feels the need to repeat these "We've reached the limits!" stories that always, without exception, turn out to be wrong."

    And by the way, I think 128k is plenty of RAM for any computer user. Of course, you could stuff more than that into a computer, but do we really need to?

    --
    You are welcome on my lawn.
    1. Re:Are we really doing this again? by atlasdropperofworlds · · Score: 1

      > Please. The new GPUs are about more than just framerate.

      Perhaps, but where OP is wrong is where he thinks all modern GPUs can run a full 60 fps at 1080p. He is wrong. He also ignores 1200p, 1440p, 1600p, 1080px3, and all the other use-cases that require a high-end GPU. He also forgets that game developers are *always* pushing the limits.

      In short, this article is stupid, and an embarrassment to /.

  38. 4K is stunning by peter303 · · Score: 1

    I've seen side-by-side comparisons at SONY stores. This applies to monitors 4 feet or larger. 4K is 2x in each direction and 4x overall. There is not a lot of true 4K programming out there however. More movies are being filmed in 4K. No real plans to braodcast at the resolution in the US.

    1. Re:4K is stunning by CavemanKiwi · · Score: 1

      Most 4k display I have seen in store have had the contrast level turned up so high the picture looks terrible. If that is the best they can do I think I stick with my high end Plasma. I can see the detail but the colour reproduction is just not good enough IMO

  39. Bullshit. by gigaherz · · Score: 1

    I know there are many other posts that are saying the same but regardless: bullshit. Polygon counts CAN get better, texture resolution CAN get better, detail quality CAN get better, particle counts CAN get better. And that's while keeping the same "classic" rasterizing concept. If you move into the raytracing world, there's plenty of space for improvement.

    1. Re:Bullshit. by Shados · · Score: 1

      The issue is that the bottleneck is starting to not be so much the hardware, but the designers/graphic artists/animators at this point. Big name games need a total army of graphic artists to make to properly use current techs... the market will only absorb so much cost increase.

    2. Re:Bullshit. by gigaherz · · Score: 1

      The industry needs to teach everyone that it's not bad to have reusable assets. You only need to model the human body "once", with enough morphs to make a Sims-like customization tool. Same for plants, animals, houses, ... you don't need as many designers as you think. Of course if you want to differentiate yourself in the art style, then you will need to spend extra, but that would be your choice.

      You will need graphic designers and artists regardless, but it would be more about placement and details, than the rough base that you could be able to find anywhere, if the industry wasn't stupid. Imagine if Hollywood refused to use the same actors twice...

  40. BS by Hamsterdan · · Score: 1

    Cuda, OpenCL and PhysX would tend to disagree about that statement.

    I'm pretty sure there's still room for improvement in framerate on a 6 4K monitor setup.

    Besides, technology has a tendency to trickle down, like F1 Racing technology from years ago is used in today's Fords and GMs, My cellphone blows the doors off a 2003 computer, heck, my Dollar-store calculator is probably faster than a 1995 supercomputer.

    Besides, ATI and nVidia fighting off brings us cheaper and more silent GPUs...

    --
    I've got better things to do tonight than die.
  41. Flicker fusion rate by Guest316 · · Score: 1

    Your eyes might not gain much benefit, but your dog's flicker fusion threshold is somewhere up to 80Hz. How's Fido supposed to enjoy TF2 at your paltry 60Hz refresh?

  42. Re:I game on Haswell by atlasdropperofworlds · · Score: 1

    But can it run Crysis?

  43. Stupid post by FlyHelicopters · · Score: 1
    This has got to be one of the dumber posts I've seen on SlashDot recently, who approved this nonsense?

    First, 1080p is nice from 12 feet away watching a movie, but sucks when 2 feet away on a 24" monitor.

    I game using a trio of Dell 30" panels connected to an AMD 7970HD card, and frankly with 12 million pixels being pushed, it still needs MSAA to not look like crap to me. I can see the pixels, they stick out perfectly fine to my eyes.

    4K panels can't get here fast enough, and frankly it will take 8K panels to really close the gap with our eyes. The amount of GPU power required to drive 3x panels at that resolution (24 million pixels) is impressive and we aren't there yet.

    Second, even if resolution wasn't going up, there are "pixels" and then there are "pixels". Do you want to play DOOM at 1080P? Great, any 5 year old card can do that. Do you want to play CoD Ghosts at 1080P? A 5 year old card might well have a struggle with that.

    The PS3 could do 1080P out of the box, if that was "good enough", then why does the PS4 have FAR better graphics at the same resolution?

  44. Re:Try working on those 8 hrs a day by omglolbah · · Score: 1

    The problem here is not the resolution but the stupidity of software not being able to scale on a high resolution display.

    I also have excellent eye-sight but reach for the browser 'zoom' functionality more often than I would like on my high res work display. *sigh*

  45. BS... by SuperDre · · Score: 1

    Even at 1920x1080 they still haven't achieved photorealism for gaming, and yes it get's better, but if you look at the latest BF4 trailers, those video's are done with triple highend GPU's, and even those seem to be rather smooth and lifelike, they still need a lot of extra detail to make it even more realistic, and it will still take a few years before we have GPU's in the what we call 'mainstream' (100-200 euro for a videocard). Upping the resolution for gaming isn't really usefull (except maybe on larger monitors (27" and up) as with higher resolutions more powerfull GPU's are needed to 'fill' the extra resolution.. We've still got a long road ahead to get lifelike facial animations (yes even though the nvidia demo's looked awesome, but those were only one face and everything dedicated to that face, will be a different matter if you have a crowd)..

  46. Am I missing something, or is this utter nonsense? by wonkey_monkey · · Score: 1

    The current high-end of GPUs gives you as much as you'd need for an enjoyable experience. Beyond that and it's not like you will get nothing, it's just that you will notice less benefit.

    Pushing pixels is not the be-all and end-all of GPUs. A faster GPU can compute more shadows, more reflections, caustics, subsurface scattering and all those other beautiful things that are slowly pushing us out of the uncanny valley.

    Or as Chris Angelini, editorial director for Tom's Hardware Guide, put it, 'The current high-end of GPUs gives you as much as you'd need for an enjoyable experience. Beyond that and it's not like you will get nothing, it's just that you will notice less benefit.'

    Or as Bill Gates may or may not have said, "640k ought to be enough for everyone."

    --
    systemd is Roko's Basilisk.
  47. What? by John+Pfeiffer · · Score: 1

    Is he really not taking into account the ever-increasing requirements of games? Doesn't matter how fast your GPU *was*, when the next wave of AAA games comes out, you *will* be able to tell the difference, and you'll be hurting for a new one if you want to keep running with maxed out settings. Happens every time.

    What about the need to play them on crazy things like 2560x1440 IPS displays? Or other uses like scientific calculations, video compositing, or bitcoin mining? You'll want all the GPU muscle you can get.

    --

    Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
  48. Re: please explain by Rockoon · · Score: 1

    Why are the practical alternatives to deferred shading?

    Regardless of which methods you use, you've gotta sacrifice something. Forward rendering doesnt do so well with lots of dynamic lights, deferred shading doesn't do so well with lots of materials, and deferred lighting doesn't do so well with lots of geometry.

    --
    "His name was James Damore."
  49. Does anybody else... by jonr · · Score: 1

    Does anybody else hate the 1920x1080 "standard" resolution? It seems to be the only thing available now. At least give me 1200 vertical pixels...

    1. Re:Does anybody else... by JustNiz · · Score: 1

      I totally second that...
      I can't believe how hard/expensive it has become to replace my 10 year old 1920x1200 monitor with something of equal or higher res.

  50. Re: $300,000 video cards by SpaceManFlip · · Score: 1

    No, I'm not spending that much on video cards actually. I've never spent more than $160 on one if I recall correctly. This is precisely the effect of the point of the OP - you don't need all that for gaming. The so-called "mid range" cards quite sufficient for gaming on any size monitor nowadays.

  51. Faster GPUs seen by good eyes by BrianJohns · · Score: 1

    Regardless of whether we can see fine grained detail, reality looks pretty good through our vision because of all of the neat stuff that happens with photons that bounce off of stuff or are absorbed by other stuff (stuff being a technical term). With fast GPUs, just because we're near the limits of our eyes to make out detail in resolution, does not mean we are at the limits of rendering an image, whether simulating real visual phenomenon (HDR, subsurface scattering etc) or some newly created means of processing a visual output of some form. Faster GPUs mean more time to process such imagery for different effects, and even possibly realtime raytracing or radiosity in the near future. Even televisions from the 1980s look good in terms of reality detail when watching a television signal and they weren't particularly high res. So a gain in GPU power means a better looking image despite what detail our eyes can make out, and our eyes can make out quite a bit of detail. Combine that with high res screens, and you still get more cycles per second to handle transformation and lighting (for 3D) and post process your output. A good thing in all. Besides, when we start using a 64 bit colour space at the consumer level, we're going to need all that processing power to handle a finer detail of colours with 16 (or 32 bits) per channel colour when the screens can handle that. What about when GPUs are used as part of the processing pipeline in creating artificial eyes for the blind? We'll need GPU processing power then, seeing as our wonderful organic mechanisms for processing visual information do so with information messaging that runs at roughly 50 m/s, and we've got to be able to match that with information messaging that operates at nearly the speed of light through a semiconductor. GPU power and DSPs will likely be what gives us the ability to give (artificial) sight to the blind. I say that's a worthy goal. So there's plenty of reasons for faster GPUs that go beyond what we can see. They may help someone else who can't.

  52. This statement is completely untrue. by Gel214th · · Score: 1

    We need at least 60 fps constantly to experience a normal sense of motion. GPUs need to keep getting better because very few of them are able to *maintain* 60fps in modern games when scenes become more complex in certain areas. We also need to look ahead to 4K gaming which no graphics card currently can handle at acceptable framerates. http://boallen.com/fps-compare.html

    There is a lot of need for faster cards, and for developers to start making use of the processing abilities of these cards in their games. I'm looking at you MMOs! ( One genre which still makes heavy use of the CPU). Now if the author had said that in gaming the CPU's speed is becoming irrelevant to frame rate, I would tend to agree. http://www.techspot.com/review/734-battlefield-4-benchmarks/page6.html

    --
    -Gel214th
  53. Re:bizarre experience by Agent0013 · · Score: 1

    It sounds like the side scroller dude didn't know much about OpenGL then. It supports putting 2D images on the screen. Anything from full 2D game like Super Mario, to playing 2D animated sprites in a 3D world (3D modeled ship explodes with 2D fireball). I suppose if you selected a poorly made 3D engine that did not implement all the features of your 3D api, then that will give you problems.

    --

    -- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
  54. Which is the X button? by tepples · · Score: 1

    players have to know that when the press "x" they will get the same result.

    That's sort of hard to do when every console puts "x" in a different place.

  55. Logic frames by tepples · · Score: 1

    Some games use "frames" only as a discrete time unit for game simulation. Tetris the Grand Master series is tightly coupled to a 60 Hz update rate. Players expect that rotation, sideways motion, and downward motion happen in that order each frame to make "synchro" moves (slide moves that combine rotation with sideways autorepeat) work correctly. Super Smash Bros. Brawl is tied to frames as well. Game simulation frames happen at a steady 60 fps; if rendering lags, some game simulation frames just don't get rendered.

  56. Tecmo Bowl by tepples · · Score: 1

    If, however, it simply isn't possible to cater to people who I need as customers if my environment has 500 NPC armies clashing

    If a 1.8 MHz, 1-core, 8-bit NES can have 22 guys on the field in Tecmo Bowl, then why can't a 1.8 GHz, 2+-core, 64-bit PC have 22,000 guys on the field?

    1. Re:Tecmo Bowl by fuzzyfuzzyfungus · · Score: 1

      I assume that if the 'guys' were 8x8 or 8x16 sprites in 64 vibrant colors, the PC could (and the NES PPU was 5.3MHz). I suspect, though, that people might consider that a step backward from any PC graphics since approximately Doom, possibly earlier...

    2. Re:Tecmo Bowl by tepples · · Score: 1

      Then downgrade your graphics to Doom caliber if the machine can't handle thousands of guys, like Indie Game Jam 0 did.

  57. Twice 960x1080 by tepples · · Score: 1

    this is compounded by the fact that a lot of web developers are still making content that assumes we're back in the age of non-widescreen monitors

    It appears a lot of web designers design their layouts for an 8:9 display with close to 960x1080 pixels. Snap one browser window to half of your screen and something else to the other half.

    1. Re:Twice 960x1080 by Delusion_ · · Score: 1

      While I certainly agree that most well-written webpages should look good in half screen mode, this isn't an excuse for them to look bad in fullscreen mode, with either large blocks of space going unused, or for text-heavy websites, long lines that result in readability nightmare.

  58. Re:Try working on those 8 hrs a day by toddestan · · Score: 1

    Actually, you'll find working at that DPI to be easier on the eyes than the current ~100DPI on a standard screen, assuming the text, images, and UI elements are scaled up to be a reasonable size. The reason is text and such will be rendered with more pixels and will give a much smoother and clean appearance than the jagged appearance with current screens, even with tricks like subpixel rendering. There is a reason why 400DPI+ is the standard for printed text, which is pretty much unheard of when it comes to computer screens.

    Obviously the software isn't there yet, which does make some interesting times for the early adapters, but until something changes we're not going to get out of the current rut that we seem to be stuck in since LCD went mainstream.

  59. Increasing framerate by FishTankX · · Score: 1

    I wonder if you could do triple buffering but only render 2 frames and then have the gpu create a 2d composite frame of the 2 in the frame buffer to sandwich inbetween the frames. You would probably be able to double your perceived framerate while not increasing load too much. Would essentially get the benefits of motion blur.

  60. 36em out of 120em by tepples · · Score: 1

    So what's the best practice for a web site to use all 116em* of a 1920x1200 monitor's active width without making the main text column wider than the 30-36em** that's best for readability?

    * Assuming the default font size of 16px per em, minus 2em for scrollbars and 2em for outer margins.
    ** Assuming the 80-character line length and just over 2 characters per em.

  61. author is a dumbass by PJ6 · · Score: 1

    Or at least, he shouldn't be writing tech articles. To say that extra rendering power is only for higher resolution and framerate totally misses the point.

    Despite continuing gains in performance, current graphics cards remain woefully underpowered for truly photo-realistic rendering.