| After thinking some more on this issue, I've concluded that you are correct.
What was confusing was the screen resolution and the background resolution and what they really meant.
The background resolution is the actual rendering target resolution. I don't know why they put this in the game as an option for users since almost every developer doesn't allow this and sets up their own rendering frame buffer based on the card's video memory or some other factor. Leaving it by a square power would be the proper thing to do since all computers love powers of 2.
The screen resolution is the rendering window resolution which will always conform to an aspect ration of 4:3. This is controlled by the monitor since if you switch to a mode that your monitor doesn't support - bam - you get a blank screen.
So, going to 2048x2048 will not only tax framebuffer memory (which is shared by the number of textures in the game), but also memory bandwidth. It will help with anti-aliasing though since it's almost simulating super-sampling.
I'd leave the rendering at 1024x1024. The cost in frames dropped isn't worth it.
-Shaderhacker |