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8K is a distraction that’s not worth gamers’ time

It’s no secret that 4K has become the new mainstream display technology, no longer sitting at the premium end of the market. It’s on nearly every TV, current consoles support it, and the upcoming Xbox Series X and PlayStation 5 consoles have even more planned for 4K.

Amid 4K’s rise, buzz is already emerging around 8K, the next step in display resolutions. But it’s something gamers should simply ignore. Increasing resolution has its benefits, but they dwindle after 4K, and the many costs of moving to 8K make it not only unreasonable but also a waste of gamers’ time and effort.

There’s more to a game than resolution

There’s a reason the Final Fantasy VII Remake isn’t just a port of the original game offered up at 4K resolution. The textures and models in the original game have low resolutions and limited polygon counts. Take the character model for Cloud, which has few enough polygons that you can count them, and most of which are a single, flat color. Modern game models have polygon counts in the tens of thousands, with detailed textures applied to them. Looking at the character model for Cloud in the FFVII Remake, you’ll struggle to identify individual polygons, let alone count them. As games have advanced, so have the details of game assets. All of those visual enhancements require a bit of a gaming system’s processing power.

Final Fantasy VII Remake Cloud
Try counting the polygons

Then there are other features, like physics, lighting, and shadows that improve a game’s look and feel, but also require some power. The recent smattering of ray tracing in games is an excellent example that promises to increase the quality of game lighting dramatically by having light rays behave more realistically, bouncing off objects and casting better shadows. But we’ve seen that improvement comes at a serious cost to a computer’s power. On even Nvidia’s RTX graphics cards, which feature purpose-built ray tracing cores, the actual enabling of ray tracing in games can drop frame rates by nearly 50%, and that’s with the game running at just 1080p.

That brings us to frame rate – the aspect of a video game that makes it a video game and not an interactive slideshow. To be considered playable, most games need to hit at least 30 fps, though many gamers push even higher, and many high-end monitors are capable of displaying 144 or 240 fps. The higher the frame rate, the smoother the game, and the more detail you can see in moving scenery. Increasing resolution generally has a big impact on frame rate.

Even the most powerful graphics cards struggle with 8K, as we’ve seen Nvidia’s Titan RTX (a $2,500 card) fail to muster 30 fps in Gears 5 at only medium settings when forced to render at 8K. So, if the Titan RTX can’t do it, the hardware inside most gaming rigs, as well as the Xbox Series X and PS5, aren’t likely to have much luck either.

4K is talked about, but 8K is only mentioned

We’ve seen TV manufacturers showing off their expensive 8K TVs, and we’ve heard Microsoft and Sony mention the support for 8K on their upcoming consoles. But there’s likely a reason we don’t hear more detail about that.

While 8K might be a reality, there’s not a lot of feasibility there. And there are much better things than resolution for hardware and software developers to focus on.

The console manufacturers are aiming for 4K at 120fps. Those high frame rates will make the action in videos much easier to see.

The developer behind Gran Turismo, Kazunori Yamauchi, even said in a recent press event that he believes “display resolution-wise, 4K resolution is enough,” GTPlanet reported. He instead emphasized high frame rates from 120 to even 240 fps.

Gran Turismo Sport
High speeds and high frame rates go hand in hand.

Sony and Microsoft have also given more concrete detail on just about every other feature aside from 8K. Both of their consoles will support variable refresh rate technology. Ray tracing of both light and sound is also likely to be a standout feature in next-gen games, and it will be a costly one for the hardware.

To deliver all that, there won’t be the headroom to simply quadruple the number pixels the consoles’ graphics processors have to pump out.

Even outside of consoles, 8K talk is quiet. In its recent blog, Nvidia explored the features that are driving gaming forward. Among them were ray tracing and faster frame rates, but there wasn’t even a single mention of 8K.

AMD may be building the hardware that’s going in the new consoles, but even then, the company has shown a reluctance to target even 4K with its graphics processors. AMD’s latest graphics cards are tailor-made for 1440p and 1080p, and when Big Navi launches, it’ll likely be targeting 4K.

You won’t see 8K anyway

Even if you turn down a bunch of settings or get some future hardware that can handle 8K better, it all comes down to this: You probably won’t see an improvement outside of very limited cases. Once technology hit 4K, we reached a point of diminishing returns from further increases in resolution.

That’s because 4K displays already tend to have such a high pixel density that you can’t see the individual pixels, so squeezing more pixels between those already tightly packed pixels won’t make a perceivable difference.

LG Z9 88-inch 8K HDR OLED TV Stand
It’s hard to see all 33 million pixels from here. Dan Baker/Digital Trends

If you have 20/20 vision, you’d need to be less than four feet away from a 55-inch TV for 8K to offer a noticeable improvement over 4K, or you’d need to be about 2 feet away from a 35-inch 8K monitor. Any farther away, which you likely will be, and 4K is going to get the job done.

In fact, you’re much more likely to notice the lower frame rate or reduced graphical settings you sacrificed to achieve an 8K picture.

So, if you dial down your in-game graphics settings and buy expensive hardware that can’t really handle 8K anyway, the only thing you’ll get out of it is several million extra pixels you won’t even be able to see.

S.T.A.L.K.E.R 2: Heart of Chernobyl: release date predictions, trailers, gameplay

S.T.A.L.K.E.R. 2: Heart of Chernobyl is the next hotly anticipated entry in the S.T.A.L.K.E.R. franchise. The game is releasing over 13 years after the last entry in the series, and it's making its debut on consoles as an Xbox Series X exclusive.

GSC Game World, just one of the many European developers, is currently in the midst of an aggressive invasion from Russian forces that have caused their entire lives to be disrupted. In their efforts to support their country's freedom, the team has put development on pause to "help our employees and their families to survive." Other game companies, such as EA and CD Projekt, have also shown support for the Ukrainian people by halting sales and the representation of Russia in their games.

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If you love game history, you need to try Atari 50: The Anniversary Celebration
atari 50 impressions nintendo switch logo

Video game collections are becoming more common these days as companies look back on their past. That’s great for game preservation, but collections like Super Mario 3D All-Stars can ultimately feel underwhelming when the end product is little more than a simple port. Atari’s classic lineup of games is no stranger to this treatment; you can play an Atari 2600 game collection on pretty much any platform you desire. Due to the overwhelming amount of Atari collections out there, Atari 50: The Anniversary Celebration might not seem like a compelling release at first.
That’s why it’s more of a surprise that it sets a new standard for this kind of game collection.
Atari 50: The Anniversary Celebration Trailer
In practice, Atari 50 feels like a museum exhibit-turned-video game. It made me feel like I was walking through the Smithsonian’s The Art of Video Games exhibit for the first time, except everything is about Atari's 50-year history. Not only does Atari 50 contain everything from Pong to some of the weirdest titles the Atari Jaguar had to offer, but it embellishes those games with trivia, scans of game-related material from the time, and video interviews with people connected to them. Anyone who loves gaming history owes it to themselves to check out Atari 50.
Eclipsing other collections
Digital Eclipse has been bringing old games to new platforms for years -- it made Atari game collections for the original PlayStation. Over time, it has slowly put more effort into its approach, moving beyond mere emulation. Earlier this year, Teenage Mutant Ninja Turtles: The Cowabunga Collection included the Turtle’s Lair, which had boxes, manuals, ads, catalogs, comics, TV show clips, and development document. Atari 50 takes that one step further by transforming similar content into exhibit-like Interactive Timelines.
From its title screen, you can immediately access almost all of Atari 50’s 100-plus game lineup. The real draw, though, is choosing one of five Interactive Timelines recounting Atari’s 50-year history. Arcade Origins focuses on the founding of Atari, its earliest success, weird prototypes, and classic arcade games that were released from 1971 to 1984. “Birth of the Console” is about the creation, hits, and triumphs of the Atari 2600, while “High and Lows” discusses the video game crash of 1983 and how the Atari 5200 and 7800 fared during it.
The context art is created in and the legacy it leaves behind are as important as the art itself ...

Meanwhile, “The Dawn of PCs” recounts Atari’s efforts in the PC space from the Atari 400 and 800 in 1979 until the rare Atari Falcon’s release in 1992. Finally, “The 1990s and Beyond” covers everything else, emphasizing the Atari Lynx handheld and 32-bit Atari Jaguar home console. Games will pop up as players navigate these timelines, and you can play them at the press of a button. As is always the case with Digital Eclipse collections, the emulation is smooth, and players can access various visual filters and even the instruction manuals when pausing.
On top of that, almost every game included has some piece of trivia, scanned development document or ad, preserved commercial, or relevant interview to check out. Notable former Atari developers like Pong creator Al Alcorn and programmer Tod Frye frequently appear in these videos, but other prominent industry figures like Double Fine’s Tim Schafer and former Epic Games dev Cliff Bleszinski show up to offer their thoughts. The context art is created in and the legacy it leaves behind are as important as the art itself, so it’s incredible to see Digital Eclipse’s effort to include all this supplemental information.

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The Callisto Protocol is a confidently disgusting Dead Space spiritual successor
Jacob Lee aims a gun at an enemy in The Callisto Protocol

The Callisto Protocol is a spiritual successor to Dead Space, and it's not hiding that fact. From the unsettling aesthetics to the limb-slicing combat to the player’s HP being displayed on the main character’s body, it’s clear that Dead Space creator Glen Schofield is trying to capture lightning in a bottle twice with Striking Distance Studios' debut game.
The most surprising part? The team might have actually pulled it off.
Digital Trends played about an hour and a half of The Callisto Protocol on PS5, all of which took place within the game’s third chapter: Habitat. My adventure through a ruined water purification facility highlighted the strengths of the game’s visuals, sound design, and difficulty that make me fear for the protagonist's life in the same way I did for Isaac Clarke in the original Dead Space.
The Callisto Protocol - The Truth of Black Iron Trailer
Gross protocol 
In The Callisto Protocol, players try to escape the Black Iron Prison on Jupiter's Callisto moon after a mysterious alien force attacks, killing and destroying anything in its way. In the game’s third chapter, I was tasked with making my way through a water purification facility as I tried to get on a train to take me to another part of this doomed detention center. The narrative was light during this demo, mainly involving environmental storytelling and the occasional transmission from when the Black Iron Prison fell into chaos.
The main character of The Callisto Protocol, Jacob Lee, is portrayed by Josh Duhamel. The protagonist being a Hollywood star didn’t make too much of a difference during my demo, as the dialogue was minimal (he mostly just grunted or screamed). It’s hard to tell if Jacob will become as memorable or iconic as Isaac Clarke based on the time I've spent with him so far.
Even with some light narrative hooks, I felt motivated to complete my objectives and get off this moon because of how disgusting Black Iron Prison is. Really, it's downright gross. From visuals to sound design, everything in The Callisto Protocol is purposefully off-putting and icky. Dead Space’s influence in the creation of its world is evident, as I trekked through a primarily brown and dirty sci-fi facility with grotesque aliens that wanted nothing else but to slaughter me. Though I wouldn't use the word "pretty" to describe Black Iron Prison, I don't need that as a knock on its visual quality. On the contrary, it looks fantastic.

As I completed the objective, I had to trudge through lots of dirty and slimy water, blood and guts, and alien goo. The sound design is equally pulpy and visceral, as every squishy noise added to the unsettling ambiance. Even the PS5’s DualSense helps pump that up with detailed haptic feedback reflecting whatever my character was doing. While this isn’t a new concept by any means, this team executed it with the same confidence that helped spawn Dead Space, which is getting a remake soon.
Uncomfortably good 
The Callisto Protocol stresses you out through gameplay, as combat encounters can be quite challenging. Like in Dead Space, any aliens the player comes across are significantly stronger than Jacob Lee and can kill him quickly if you aren’t careful. Disabling enemies by shooting their limbs is just as important as landing the killing blow. If you run out of your limited ammo or the enemy gets too close, you’ll have to resort to melee combat.
Players can dodge and block attacks by pointing the control stick in the right direction during melee combat. I didn’t get the hang of this during my demo, but there’s clearly some unexplored depth there. Alternatively, players can use the GRP to pick up objects (or enemies) and throw them. Occasionally, you’ll encounter deadly machines you can throw enemies into, and these are some of the most satisfying power trip moments.
It’s just as easy for Jacob Lee to die. Ammo is scarce, melee combat requires precision, and the camera is so close to Jacob Lee’s back that it’s hard to deal with enemies that pop up behind you. The best encounters in the Dead Space series were about spacing and targeting the right limbs, and every The Callisto Protocol battle I fought was crafted with that same mentality. And if you do fail and die, you’re greeted with a hyper-visceral death scene, like Jacob Lee’s face getting torn off.

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