Quote:
Originally Posted by
Mark Rejhon /t/1428686/8k-by-4k-or-octo-hd-the-real-suhdtv-technology/500_100#post_23755875
Quote:
Originally Posted by
tgm1024 /t/1428686/8k-by-4k-or-octo-hd-the-real-suhdtv-technology/570#post_23749129
Well, in case there's any argument whatsoever, please refer to this guide the next time someone needs clarification on what resolution is too high for what distance.
Here's a fun exercise that gets many people thinking, when I show it to them:
Double or triple these distances, when doing video games instead of video. Since computer graphics are far clearer, and you run into the aliasing issues, easily seen indirectly.
I can see aliasing artifacts on a 50 inch SEIKI 4K HDTV from more than 10 feet away, using this test pattern.
Proof:
TestUFO: Aliasing Visibility Web Test
This test allows you to determine how far away you can get from your display before you can no longer see the benefits of the resolution of your display. This is useful in determining the distance from a 4K display, for a virtually worst-case computer graphics animation, to determine how far away the point is, where you no longer see the benefits of 4K. Computer graphics (lots of sharp lines) is far clearer than video, pushing the limits of human vision acuity,
including via indirect effects such as shimmering caused by aliasing, even when individual pixels are too small to be resolved individually by the human eye.
Don't believe me? Connect a computer to a 4K HDTV and then click
TestUFO: Aliasing Visibility Web Test .
If you are a videogame player who plays "Borderlands 2" or other games involving very thin, fine, lines similiar to this (e.g. rotoscoped videogame graphics) and you're not wanting to turn on anti-aliasing due to framerate issues (most graphics cards cannot do 3D graphics with antialiasing quickly at 4K, so you have to turn off antialiasing), then this _definitely_ becomes visible in real-world video game material. Obviously, it doesn't happen if you antialias everything properly, or you're watching movies, but it goes to show that the problems of finite-resolution displays creates macroscopic artifacts far, far, far, far, far beyond the human eye's resolution-resolving abilities. The chart you quoted is a good guideline, but quite narrow in scope and does not accomodate for other visible artifacts (e.g. aliasing, moire) that is still caused by finite-resolution displays.
Ability to detect these artifacts can also be very gamma dependant. A mis-adjustment of the display's gamma will make aliasing artifacts more visible, and can show up as beads of brightness modulations along a 1-pixel-thick antialiased line. It just goes to show that the human vision interacts with so many display variables, that artifacts are still being found (that detracts from Holodeck perfection) even far beyond what one naturally expects.
Vision research is tons of fun, eh?