Nappe1 said:1280x1024 is part of old XGA standard. (as well as 1024x768 and 1600x1200, but not 1280x960)
possible reason why IBM used 1024 lines instead of 960 is that 1024 fits nicely on square (squareroot(1024)=32) while 960 does not. (squareroot(960)=30.983866769...) and back in days of MCA, it was mostly likely easier to implement it fast enough than 960 mode.
so black and white 1280x1024 mode takes 160 bytes per line and with 1024 lines it makes exactly 160 kilobytes.
Only VGA modes are directly visible on upper memory area (256Kbytes ram) and for vesa modes, you have to command GFX card to change correct visible area to upper memory window. (don't shoot me If I don't remember right. ) And XGA wasn't no execption. with 8 bpp each line is 1.25 kilobytes on 1280x1024 mode. Again the whole back buffer is then 1280 kilobytes. this makes exactly 5 times more than regular VGA can address while 960 makes 3.75 times (960 / 256). So Memory efficiency is greatly improved. so, in 1280x1024x8bpp we have 5 256KBytes "pages". Still if I recal right , XGA differs from competive VESA standard, addressing frame buffer on "windows" more than full lines as VESA did. afaik, it had frame buffer divided on 5 windows so that writing to first 256KBytes area, data went from 1x1 to 256x1024 area. next 256KBytes went from 257x1 to 512x1024 and so on. With 960 lines would have been much harder to implement.
wheeh... had to pick up my TI-85 and some old Dos programming and PC-hardware books from bookself... hopefully someone got something about all that.
malcolm said:Do games at that resolution use a fov for a 4x3 screen or for a 5x4 resolution?
Basic said:(I do however concider anything below 1600x1200 a pain, so I rather not have 1280x1024 anyway. )
Xmas said:If you render a scene with 120° horizontal fov and 90° vertical fov, you have to display it on a 4:3 screen in fullscreen mode (or in a window that is physically 4/3 as wide as it is high) in order to get a 'correct' result.
Basic said:Yes, I'm one of the lucky people that aren't the least disturbed by 75Hz monitor refresh, unless I'm realy tired to begin with. If I've just run the monitor at higher refresh, I could see the flicker, but just for a minute or so.
Hyp-X said:Xmas said:If you render a scene with 120° horizontal fov and 90° vertical fov, you have to display it on a 4:3 screen in fullscreen mode (or in a window that is physically 4/3 as wide as it is high) in order to get a 'correct' result.
120° horizontal / 90° vertical fov needs around 5.196 : 3.
(or 15.588 : 9 so it's much closer to 16:9 than 4:3).
( btw, it's tan(120° / 2) : tan(90° / 2) )
Basic said:And Sorry, no DICE or UDS connection here. I was however once upon a time in a game developper team that I think have a few games out now. But I was only with them in the very early days, and none of my code made it into any games. If I contributed anything, it was only some analysis, and general discussion about "this can be done", "that is difficult", "that can be solved with an algorithm like this". But the real coding for their first game started after I left them.
I'm not involved in any gaming or 3D graphics work now.
Ah, of courseHyp-X said:Xmas said:If you render a scene with 120° horizontal fov and 90° vertical fov, you have to display it on a 4:3 screen in fullscreen mode (or in a window that is physically 4/3 as wide as it is high) in order to get a 'correct' result.
120° horizontal / 90° vertical fov needs around 5.196 : 3.
(or 15.588 : 9 so it's much closer to 16:9 than 4:3).
( btw, it's tan(120° / 2) : tan(90° / 2) )
Basic said:malcolm:
If you use the fov of the persons view of the screen, then you'd be dead in 5 seconds. (Unless you have a surround gaming setup.) If you want to fit a 120º fov on the monitor and keep the geometry correct, there's only one solution - press your nose onto the monitor.
I think you mean some kind of fish-eye effect, but that's not perspective correct in any way. But such things can be done in the vertex shader if all triangles is highly tesselated. Nvidia have a fish-eye-demo.
Me personally, I want this.
(Old text, but the idea should still work.)