A. Do polygons disapeer from the big ships?
B. Do i have problems seeing the details because there are more small triangles?
If you have smaller triangles than a pixel, so multiple triangles and up in the pixels area, we have ‘subpixel detail’.
Currently that's not really supported. Standard rasterization selects the single triangle which is at the center of the pixel. Becasue there are many triangles, we so have the problem of ‘undersampling’, which can cause aliasing.
AA methods like TAA or MSAA take multiple samples at different subpixel locations and try to calculate an average of them, which then would come from multiple triangles. But because we can not see subpixel detail anyways, the practical goal here is more smoothing triangle edges, or flickering specular highlights, etc.
So it's clear that having triangles smaller than a pixel makes no sense visually, and more likely harms image quality than helping it.
Thus the goal of a perfect LOD solution on infinitely fast HW would be still ‘triangles not smaller than a pixel’.
Which does NOT mean you have to use models at one triangle per pixel density. Less detail may still be good enough, more efficent, less storage, and even more future proof.
Newgamemodder said:
So i don't need 16K? :D
Even if 16K screens become widespread in the future, it does not mean we need to increase details of content once more again. Each time we double resolution, the noticeable improvement becomes smaller.
On a 16K screen you could still see individual pixels, but only if there is high contrast and aliasing. A good image will not look so much more detailed than on a 4K screen.
Remember the big improvement s from SD to HD, but then the much less noticeable improvement from HD to 4K.
The next step just makes little sense if we trust our eyes instead marketing promises, and considering world economy appears a bit pessimistic eventually, people might just not buy in to that ‘resolution and upscaling’ craze anymore, imo.
I would not plan or think about 16K on your side, but it's up to you.