8GB is enough to do 1080p resolution. the UI i use for SD maxes out at 2048x2048. however, it takes a lot longer than 512x512 to generate: 1m40s versus 1.97s.
I'm guessing if one had access to one of those nvidia backplane rackmount devices one could generate 8k or larger resolution images.
Using 256 color bitmap, select the 320200 resolution. 64k for one full screenbuffer. The 640480 is still useful for sprites and tiles, but I think it will mostly be used for text.
8 bit computers always have a lot of limitations. And these limitations have sparked a lot of creativity :)
I'm pretty sure it's a lenticular display, so if it's running a standard 8K panel (~33 megapixel), your effective resolution is under 1 megapixel per angle.
Computationally, generating 33 megapixels spread across 45 views is very similar to generating 33 megapixels in one view, so if your rendering pipeline can do standard 8K, you should be fine.
This sounds really interesting, but there's a distinct lack of specifications, especially when this is targeted at the developer/early adopter community. How high is "high resolution"? Some display glasses companies (Vuzix) consider 852x480 high resolution, which differs greatly from what I'd consider an acceptable resolution for anything but old/SD TV shows. More details are needed.
Went back to do some more tests now, and funny enough I can actually get it to make decent stuff after realizing that it just completely sucks at below 512px (I was initially running it at 128x256 to speed up generation). I guess I should stop listening to advice from morons on reddit who said that lower res + upscaling works fine. Lol.
Not sure why there's even an option to go below 512.
I'm guessing if one had access to one of those nvidia backplane rackmount devices one could generate 8k or larger resolution images.
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