Path: utzoo!yunexus!geac!syntron!jtsv16!uunet!super!udel!gatech!bloom-beacon!apple!bionet!agate!ucbvax!CORY.BERKELEY.EDU!dillon From: dillon@CORY.BERKELEY.EDU (Matt Dillon) Newsgroups: comp.sys.amiga Subject: Re: Next Amiga system Message-ID: <8810112043.AA14022@cory.Berkeley.EDU> Date: 11 Oct 88 20:43:50 GMT Article-I.D.: cory.8810112043.AA14022 Sender: daemon@ucbvax.BERKELEY.EDU Lines: 19 >James E. Haleblian "Mac II: The Volkswagen Beetle of Personal Computing." > I may have missed the point here, but what I understood is that you're >talking here about 8 bits per gun, making 16 million colors. My understanding >was that normal eyeballs can't distinguish over 4 million colors and anything It is a combination of the # of colors and the pixel density. To make up for the several orders of magnitude greater density the eye can see verses what we can put in high resolution monitors, one must increase the number of colors per pixel available. There is a limit to that particular solution but it is one of main reasons for having so many colors. Think about it.. if you had a 6000x6000 high pixel density screen you could use 4 bits per gun and a 6x6 shading matrix to achieve a perceived (guess) 2^12 shades per color. At lower densities and resolution, like HAM (read: most of the currently existing technology), you can't even use a 2x2 matrix because you can see each individual pixel. Thus, you need more pixels per gun to make up for it. -Matt