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The dot pitch is important because it determines the size of each individual pixel which in turn determines the sheer amount of detail that may be displayed in every square inch of the display.
The monitor i'm going to get (Samsung 49" CHG90) will display 81.4 pixels on every inch of it's 49 inch display. This gives it a dot pitch of 0.312 mm.
But what does this mean in practice? Well, to give an example, I am nearsighted , which means my eyes naturally magnify things which are close, so I see in greater detail than people with normal vision provided I am close enough to properly focus on the item.
So with my current monitor, in order to see each physical pixel, I have to get within about 8 to 10 inches of my screen, further away than that, and everything blends together and looks just great. I expect the new 49 inch Super Ultra Wide will be comparable in detail, as the dot pitch is so close to my current monitor that it is basically the same.
So be honest with yourself, how often will you be sitting with your eyeball less than 10 inches from your computer screen on a nearly 4 foot wide display? Because if you are further away than that, then you won't be able to discern the difference between a monitor pushing more pixels per inch and this one.
Also having a lower pixel count is actually beneficial because your video card must work harder to render all those pixels on a much higher definition display, this is why lowering the resolution in a game can increase performance. And for new fancy games, very few people in the world have video cards capable of pushing out incredibly high resolutions at a smooth frame rate.
I already have a GTX1080, and I would have problems pushing some of the crazy resolutions in some modern games if went for something like a Dell UltraSharp 32 - 8K monitor (UP3218K) which has a 7680×4320 - for an average pixel density of 275 PPI, imagine how much harder my video card would need to work to display a game on that thing, and I wouldn't even need that much detail at any sort of comfortable viewing distance.