Path: utzoo!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!spool.mu.edu!uwm.edu!linac!att!cbnews!cbnewsm!nsw From: nsw@cbnewsm.att.com (Neil Weinstock) Newsgroups: comp.sys.amiga.misc Subject: Re: Hires games Message-ID: <1991Mar17.231228.14512@cbnewsm.att.com> Date: 17 Mar 91 23:12:28 GMT References: <910317.153135.CST.C506634@umcvmb.missouri.edu> Distribution: na Organization: The Flying Squid Patrol Lines: 21 In article <910317.153135.CST.C506634@umcvmb.missouri.edu> C506634@UMCVMB.MISSOURI.EDU (Eric Edwards) writes: [ ... ] >Well, then, how about 320x400? Objects in games are rarely single pixel and >those that would (or come close) should be moving pretty fast so flicker >shouldn't be noticeable. It's the same resolution as 640x200 but without the >bandwidth limitations. To give Mike Farren a free plug, doesn't Crystal Quest use 320x400? Sure looks like it from the demo version I played with. Flicker was negligible, and my monitor tends to be a serious flickerer. Looked like a very nice port... Asteriods [sic] is 640x400 if I remember correctly, but then it's only one bitplane. In general, I would think 320x400 is a pretty good resolution to use... - Neil --==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-- Neil Weinstock @ AT&T Bell Labs // What was sliced bread att!edsel!nsw or nsw@edsel.att.com \X/ the greatest thing since?