The Pixel Math: Why 4K Isn’t 4× the Cost
4K renders 8.29M pixels vs 2.07M at 1080p — a 4× increase in raw shading load. But fixed per-frame CPU work (draw submission, game logic, driver overhead) doesn’t scale with pixels, so the effective GPU-side cost lands at ~2.7× in our engine. That gap is why the same system can be CPU-bound at 1080p and GPU-bound at 4K.
- 1440p: 3.69M pixels, 1.62× workload — the classic "77% of 4K quality for 60% of the cost" trade.
- 3440×1440 ultrawide: 4.95M pixels, 1.95× workload — 33% more pixels than 16:9 1440p.
- Per-tier drops are nonlinear for GPU-bound systems (pixel math) and flat for CPU-bound ones.
- VRAM pressure rises with pixels: texture mip residency at 4K adds 2–4GB vs 1080p.
Pro tip: if your 4K number looks bad but your 1% lows at 1080p were already shaky, fix the CPU/RAM side first — more pixels won’t fix a feed-rate problem, they’ll hide it.