Path: utzoo!mnetor!uunet!lll-winken!lll-tis!ames!elroy!cit-vax!cit-vlsi!flaig From: flaig@cit-vlsi.Caltech.Edu (Charles M. Flaig) Newsgroups: comp.sys.amiga Subject: Video displays. Message-ID: <6210@cit-vax.Caltech.Edu> Date: 20 Apr 88 20:35:01 GMT References: <549@zehntel.UUCP> <3467@gryphon.CTS.COM> Sender: news@cit-vax.Caltech.Edu Reply-To: flaig@cit-vlsi.UUCP (Charles M. Flaig) Organization: California Institute of Technology Lines: 48 In article <3467@gryphon.CTS.COM> richard@gryphon.CTS.COM (Richard Sexton) writes: >In article <549@zehntel.UUCP> donw@beaujolais (Don White) writes: >> >> Wouldn't it be nice if ALL the current Amy NTSC graphics modes were kept >> as a SUBSET of the overall graphics capability? That way, it would still >> be THE desktop video machine, AND it could service those Hi Res-ophiles! >> (1000x800 grin, or 2000x2000 grin grin, or 1Meg x 1Meg grin of wooly >> mammoth proportions) > >The problem is, sport, that monitors in this range cost more than >a used porsche. You know, I never could understand why people want such high resolution color monitors. The *ONLY* valid application I can see for them is CAD, and very few people need to do this at home. And I think workstations should have more Umph anyhow (I'm spoiled with a Sun 3/260, which is still too slow). Think about it: The times you need high resolution is when you are working with several windows of text, or want to preview some laser printer output, or similar applications when color isn't necessary. High resolution mono- chrome monitors are significantly cheaper than color ones. The times you need color is when you are playing games, working on anima- tions, or presenting information (such as maps) where color provides impor- tant information. When was the last time you saw a game where very high resolution was a necessity? With any reasonable update rate and memory requirements, it's difficult to even fully utilize the capabilities of a low resolution screen. Similarly for animations, we still have a long way to go in providing realism even at low resolutions without spending days of high power CPU time, why strive for higher resolutions which require even more calculating time? Besides, most good animations will eventually target video tape, so 640x480 resolution is all you can use anyway (of course I am assuming good filtering routines and a full 24 bit planes of color). Why not just provide two different displays, a high resolution monochrome (with maybe 4-bitplanes) display and a low resolution (640x480 with 24 bit planes) color display? I wouldn't even mind having the color display interlaced, that way you can get a better idea of how animations will look on video tape. If it flickers, you need a better filtering routine. Arguments (no flames) welcome. ______________________________________________________________________________ ___ , , ,;,;;;, / Y /| /| Charles Flaig ;/@-@\; | |/ __, ,__ |/ flaig@csvax.caltech.edu | ^ | | /^\ / | | | / /\ /\ \=/ \____/| \_/|_/\_/ \_/ \_\/_/_/_/ "What, you think they PAY me for this?"