Bruteforceing 4K/UHD is a huge waste of GPU resources while Checkerboarding saves 50% of pixel shading cost at a very small image quality cost. It would be great to be able to use the saved GPU power to render better looking pixels than spend time on doing the same calculations again and again (brute force rendering with no data reuse). Checkerboardimg is one of the best technical choices for a console developer/ PC gamer. Even if hardware gets much faster most developers will be still choosing Checkerboarding or other more advanced reprojected data reuse technology on consoles. If they don't competing games will simply look better. Checkerboarding is only the beginning. The main reason why Checkerboarding is still not used by all devs is that a good Checkerboarding technology requires huge amount of engineering work and research. The whole rendering pipeline needs to be designed around this technique. Resolve filters and error case handling (reprojection fail) are still topics under heavy research. But it is all worth it, since it is a big waste of computational resources to generate 60 brand new frames per second instead of reusing most data from the previous frame (similar to video compression codecs). The difference between two frames at 60 fps is pretty small. Lots of opportunity to reuse data. Checkerboarding is simply reusing half of that data. More clever techniques are already under development. It would be fantastic if CIG could integrate such a technology into the engine.