I'm wondering if there's a typo in the article or if I am misreading something. The articles mentions that a 4K (3840x2160) framebuffer requires four times as much memory as 1080p (1920x1080). It also states that for two games tested (Black Flag and Last Light), 4K graphics required twice as much VRAM as 1080p. But then the article asks, "so how does decreasing the frame resolution result in such a significant decrease in the amount of VRAM being used?"
Shouldn't the question be the opposite? Why did VRAM requirements only change by a factor of two instead of four?
I get why the article mentioned the area of each frame. Back in the olden days when VRAM was only used for framebuffers, resource usage was proportional to the area of the image, not the length. That is, if you multiply both width and height by n, the resources used would change by n². But the test results in this article show VRAM usage changing by an amount much less than squared, perhaps linearly.
I have some guesses why this is: 1. Textures are often mentioned as one the heaviest users of VRAM, which makes sense since their size is proportional to n², but changing the screen resolution doesn't necessitate a change in the texture resolution, meaning VRAM usage may be a constant. 2. LIkewise, polygon data doesn't (inherently) change when the screen resolution changes, so perhaps a significantly large amount of VRAM is used by 3-D meshes? 3. The fundamental algorithms of raytracing require RAM proportional to n², but the article implies that the Bounding Volume Hierarchy optimization is responsible for the bulk of memory usage in raytracing. I may be wrong about this, but since the Bounding Volume Hierarchy works in the scene space, I would expect its VRAM usage to be independent of screen resolution.
But, I'm no expert and have no measurements of how much of an effect any of those have. I'm just speculating and maybe it's something completely different.
Whatever the answer is, I'd like to see a future article discussing why resolution doesn't play a bigger role in VRAM usage for 3-D games.