Aquinus
Resident Wat-man
- Joined
- Jan 28, 2012
- Messages
- 13,153 (2.86/day)
- Location
- Concord, NH, USA
System Name | Apollo |
---|---|
Processor | Intel Core i9 9880H |
Motherboard | Some proprietary Apple thing. |
Memory | 64GB DDR4-2667 |
Video Card(s) | AMD Radeon Pro 5600M, 8GB HBM2 |
Storage | 1TB Apple NVMe, 4TB External |
Display(s) | Laptop @ 3072x1920 + 2x LG 5k Ultrafine TB3 displays |
Case | MacBook Pro (16", 2019) |
Audio Device(s) | AirPods Pro, Sennheiser HD 380s w/ FIIO Alpen 2, or Logitech 2.1 Speakers |
Power Supply | 96w Power Adapter |
Mouse | Logitech MX Master 3 |
Keyboard | Logitech G915, GL Clicky |
Software | MacOS 12.1 |
Dude, this isn't 2D days when your frame buffer was a color lookup palate and 3D was drawing in 2D space. You have the output frame buffer for the frames to be output but, you also require the textures for those objects, you require vertices for drawing the world, references to attach textures to polygons (triangles), light sources and their data, camera positioning. Needless to say, your over simplification of hardware and how things work is astonishing and disturbing.So the frame-buffer for FHD is what 1920*1080*4 (32 bit) *2 (2 frames, 1 displayed, 1 working on)/ = 16588800/1024/1024 = 15.82 MB
OMG !!! How are we going to fit 16 MB into 4096 MB?
With 4k there will be even a bigger problem. We will need 16 MB * 4 = 64 MB. Disaster ! We are DOOMED !
No this will never work, they should stop this inception before it destroys everything.
Oh well ... there is hope in this world though. We have the mighty iGPUs which can run FHD even with their tiny shared frame-buffers.
GPUs do a lot more than display whatever is in the frame buffer.
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