Shoulder
Koopa
It's a shocking amount of required data throughput
It is for sure.
You think about that 4K is 3840x2160, which is 8,294,400 pixels per FRAME. So imagine a Canon Digital SLR of the mid 2000s outputting an 8 megapixel image. That’s 4K for you in essence.
And then there’s 8K, which is 7680x4320, or 33,177,600 pixels per frame. Many Mirrorless Cameras today have sensors that’ll go 30-50 megapixels for a photo.
16k is 15360x8640, or 132,710,400 pixels per frame. There are only a handful of Digital Cameras today that go beyond 100 megapixels, and I believe all of them are Medium Format rather than standard 35mm.
Going back to 4K, multiply that by 60, and you have close to 500 million pixels per second (497,664,000 pixels to be exact). Now take that number, and multiple it by 4 for a 240hz display, and it’s over 1.9 BILLION pixels per second (1,990,656,000 pixels)
To put that into another perspective, 4k240 is the same pixels per second as 8k60, and 1080p960 as the 1080p equivalent.
And mind you, that’s just the frame buffer itself, and not the game as a whole. Say you have a 4K image at a 24-bit color depth, with some simple math, we can roughly estimate that you need about 25MB per frame to render the raw image. That’s about 1.5GB/second at 60fps, and that’s again, the raw image before anything the game wants to render.
I know folks a lot smarter than me can go more into details concerning framebuffer, and the VRAM requirements associated with it, plus other nuances such as image compression, and whatever else. I’m not well versed in that stuff.