The two that come to mind for me are Total Annihilation, which I think will support any resolution you want. Personally I've run it at 2560x1600 (I don't have a display that can go higher) and that didn't require any tweaking - anything that appears on the monitor's modelist seems to be fair game and it will adjust the viewport to match AR and maintain square pixels, so I'm assuming you could either dump whatever random resolutions in there that you wanted (like 1500x1500 or something obtuse like that - I've never tried anything that extreme, but it never had a problem running on multi-monitors in "span" mode under XP) or run huge resolutions (like 3840x2400). Note that the objects and UI seem to use pre-defined dimensions so on a very huge display you will have both tons of blank-space on the UI bars (it just doesn't have enough to fill them out) and individual units/structures will not take up very much screen-space. Personally on the 2560x1600 monitor I tended to run it at something more like 1920x1200 or 1680x1050 to reel that in while still giving me a large viewport, but it is kind of cool to be able to "know and see all" at high resolution (I'm assuming with a high enough resolution display you could completely eliminate scrolling over the maps and just view all of it at once; not that such a thing would be necessarily desirable but I think it could be done).
The other that comes to mind is Myst - I'm thinking "resolution" in terms of how sharp/slick it looked for its time. I know, most all of it is pre-rendered, but by 1993 standards it looked absolutely gorgeous. 😎