Live action sources have no aliasing. They have essentially infinite polygons and anti aliasing.
Computer generated movies are massively supersampled (probably 8k or more) with loads of AA so you see no polygon edges.
Videogames are rendered at a relatively small resolution and don't benefit from supersampling. It's easier to pick out aliased edges, shimmering, and all the other things that plague image quality.
This image is 1080p, yet it looks amazing. Why? It's massively downsampled so it doesn't suffer from image quality issues. Nothing rendered at 1080p native will ever even come close to this image quality (not the models/lighting).
http://i.minus.com/ibrz8lvDx5bIla.jpg[IMG]
I'm sure you will ignore it though as you have been trying to justify to yourself that resolution doesn't matter, though.[/QUOTE]
[quote="HTupolev, post: 91144955"]Sampling.
Antialiasing/postprocessing/stuff aside, in a game, the colour of a pixel is based only on the colour of the point at the very center of that pixel.
When you're working with a camera, this isn't the case. Whether it's film or digital, each "grain" or "pixel" in the camera gets bombarded by a bajillion photons while a frame is being captured. The result is that the colour of a grain/pixel is actually an averaging of the colour over the on-screen area that ultimately gets taken up by the grain/pixel.
Obviously CGI doesn't have the benefit of tons of photons, but it can still approximate the result by supersampling. Rather than render the image at raw 1080p the way a game will, a CGI studio might render the image at a MUCH higher resolution; that way, the colour of a pixel in the final 1080p image can be created by averaging the colours of all the pixels in the high-resolution render that fall within that pixel.
By sampling sufficiently, CGI and live-action film avoids aliasing.
If there's a thin object in a game and the camera is moving, that thin object can actually shimmer in and out of existance from one frame to the next as pixel centers fall on and off the object. But when an image is perfectly supersampled, that object is always accounted for; even if the pixel center doesn't land on it, subpixels will, and so the object will always be accurately accounted for.
Similar logic applies to jaggies, and many other kinds of visual details.
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Also, the acuity charts that get thrown around on GAF aren't that great. There are various types of acuity and various ways to measure it.[/QUOTE]
And these posts explain why Okami HD is GORGEOUS.
Thanks guys.