How does increasing the resolution cause aliasing? Shouldn't it be the opposite?
How does increasing the resolution cause aliasing? Shouldn't it be the opposite?
> Image scaling can be interpreted as a form of image resampling or image reconstruction from the view of the Nyquist sampling theorem. According to the theorem, downsampling to a smaller image from a higher-resolution original can only be carried out after applying a suitable 2D anti-aliasing filter to prevent aliasing artifacts. The image is reduced to the information that can be carried by the smaller image.
- https://en.wikipedia.org/wiki/Image_scaling
In an ideal situation, your source resolution would match your target resolution. If it doesn't then you must expend resources scaling. VR can't leverage the 2D scalers found in most hardware since the source data is being mapped into 3D space. If you have to downscale your source then on top of the processing resources being used to scale in 3d space, you're also wasting bandwidth delivering those resources at a higher resolution.
Advocating for higher than necessary resolutions today based on future prospects is a bad gamble because consumer adoption is still in it's infancy. What if you make a poor user experience today in anticipation of a better experience tomorrow but instead kill the market so there is no tomorrow?
Video game developers and video content providers are both well versed in dynamically scaling to match the capabilities of the consumer.
High end mobile GPUs can handle 5k video at the expense of battery life but most GPUs can't.
More resolution is going to be fine if the pixels are filtered well. If they aren't, that could certainly invite aliasing. Pixel filtering, especially in a scenario like this, is going to have a wide spectrum of techniques that can work to varying degrees, with trade offs of quality and speed.