Compare pixels rendered per frame
Select a baseline and target resolution to calculate the relative pixel count.
Pixel count is a workload baseline, not an FPS prediction.
Compare the pixels rendered per frame at common display resolutions. Pixel count does not predict FPS by itself, but it provides the correct baseline for understanding why higher native resolutions usually increase GPU work.
Select a baseline and target resolution to calculate the relative pixel count.
Pixel count is a workload baseline, not an FPS prediction.
Multiply horizontal pixels by vertical pixels to get pixels per frame. Full HD contains 2,073,600 pixels, 2560 by 1440 contains 3,686,400, and 3840 by 2160 contains 8,294,400. Dividing the target count by the baseline produces the relative pixel-load figure shown above.
Moving from 1080p to 1440p creates 1.78 times as many pixels. Moving from 1080p to native 4K creates four times as many. Performance does not fall by the inverse of those ratios because geometry, CPU work, caches, bandwidth, settings and software scaling do not all change linearly.
Upscaling and dynamic-resolution systems render at a lower internal resolution before reconstructing the display image. Record the quality mode, render scale and whether dynamic adjustment is enabled. Frame generation also changes displayed frame count without reducing base-frame latency or CPU work in the same proportion.
A 4K 60 FPS target and a 1080p 240 FPS target stress different stages. Resolution primarily changes graphics work per frame, while a higher frame target reduces the time available for CPU preparation and total delivery. Use the scenario calculator after this geometric comparison, then validate inside the software that matters.
Use the result as a starting point. Choose the next resource that matches what you want to measure or understand.