Why 1280x1024?

thekey

Newcomer
Why was the 1280x1024 resolution invented? Why is it used for LCDs as a native resolution when 1280x960 appeared to be a more logical choice?
Is the 5:4 ratio capable of displaying bigger characters?
 
I don't know, this resolution is actually quite old and predates LCDs.
long time ago there were even more stupid resolution (640x350 for EGA, 720x348 for Hercules..)

Yes, 1280x960 would have made more sense for LCD, this 5/4 format is stupid, and no it doesn't do anything to the characters's size.
(I'd personnally like a 1152x864 17" LCD. well, I'd do if I didn't much prefer the CRT :p)
 
Wasn't it because once upon a time, a screen buffer at this rez with a certain color depth (8bpp?) fit exactly with no waste in a certain number of memory chips of the capacity they had back then?

I seem to recall it being something like that.
 
well one frame at 8bpp would exactly be 1.25MB
non power of two.. but then there existed a 2.25MB card to allow for 1024x768 24bits without having to get a 4MB card.

you can see from here, that 1280x1024 (SXGA) is part of VESA 1.2
http://freespace.virgin.net/hugo.elias/graphics/x_svga.htm
1280x960 was not there, it's a more recent thing. maybe that's why LCD are 1280x1024, because of legacy.
Some games (say age of empires 2) can do 1280x1024 but no 1280x960. you absolutely want to avoid scaling for display not looking like crap (or, more crappy that it is :p)

Then a few 3D games will do 1280x960 but no 1280x1024 :)
 
1280x1024x24 bits = 3.75MB
and it's impossible to have any resolution with 24 bits to be exactly 4MB size because there is no factor of 3 in 4MB.
 
Well it wastes less than 1280x960x24b I guess?
And memory was expensive at the time so why not use it more fully?
If I remember correctly I opted for an 2MB card insted of an 4MB becouse the price different where huge.

1280x960x24b=~3.5MB?
 
Blazkowicz_ said:
well one frame at 8bpp would exactly be 1.25MB
non power of two.. but then there existed a 2.25MB card to allow for 1024x768 24bits without having to get a 4MB card.

you can see from here, that 1280x1024 (SXGA) is part of VESA 1.2
http://freespace.virgin.net/hugo.elias/graphics/x_svga.htm
1280x960 was not there, it's a more recent thing. maybe that's why LCD are 1280x1024, because of legacy.
Some games (say age of empires 2) can do 1280x1024 but no 1280x960. you absolutely want to avoid scaling for display not looking like crap (or, more crappy that it is :p)

Then a few 3D games will do 1280x960 but no 1280x1024 :)

Some newer games dont even include the 1280x1024 resolution. And these are not by any means unknown ( FEAR ,SS2). Serious Sam 2 needs a patch to support it but since its not coded for 5:4 you will see a letterboxed screen (yet some games dont even allow you that option I wonder what the developers are thinking) . I also dont know how much trouble it would be coding for 5:4.
I dont see why some games wouldnt support 1280x960 since 4:3 was for a lond time the ratio of most crts.

As for your previous post: are you sure characters arent bigger? The screen obviously is.
 
Blazkowicz_ said:
well one frame at 8bpp would exactly be 1.25MB
non power of two.. but then there existed a 2.25MB card to allow for 1024x768 24bits without having to get a 4MB card.

you can see from here, that 1280x1024 (SXGA) is part of VESA 1.2
http://freespace.virgin.net/hugo.elias/graphics/x_svga.htm
1280x960 was not there, it's a more recent thing. maybe that's why LCD are 1280x1024, because of legacy.
Some games (say age of empires 2) can do 1280x1024 but no 1280x960. you absolutely want to avoid scaling for display not looking like crap (or, more crappy that it is :p)

Then a few 3D games will do 1280x960 but no 1280x1024 :)

Some newer games dont even include the 1280x1024 resolution. And these are not by any means unknown ( FEAR ,SS2). Serious Sam 2 needs a patch to support it but since its not coded for 5:4 you will see a letterboxed screen (yet some games dont even allow you that option I wonder what the developers are thinking) . I also dont know how much trouble it would be coding for 5:4.
I dont see why some games wouldnt support 1280x960 since 4:3 was for a long time the ratio of most crts.

As for your previous post: are you sure characters arent bigger? The screen obviously is.
 
Guden Oden said:
Wasn't it because once upon a time, a screen buffer at this rez with a certain color depth (8bpp?) fit exactly with no waste in a certain number of memory chips of the capacity they had back then?

I seem to recall it being something like that.

Aaah, I remember the good old days when I coded a raycasting engine in Pascal and assembler for the 320x200 8bpp resolution. This resolution fitted nicely within 64KB and could thus be addressed with a 16bit pointer. :cool: The more logical 320x240 would require 75KB.
 
thekey said:
I also dont know how much trouble it would be coding for 5:4.
In many cases it would just be a minor tweak to the UI/HUD layout. What some might consider a problem (I don't) is that you have to change the horizontal to vertical field of view ratio, which in some games can give you an advantage or disadvantage compared to the standard settings. In FPS games you often can change the FOV anyway, but e.g. WarCraft 3 restricts you to a certain view. And in that case, seeing more (or less) of the map might be considered "CHEAT0RZ!!!!111"...

As for your previous post: are you sure characters arent bigger? The screen obviously is.
Depends on how the characters are drawn. One usual assumption (for 2D) is that pixels are square, so they look the same whether you're running a 5:4 resolution on a 5:4 screen or a 4:3 resolution on a 4:3 screen.
But 3D games usually don't bother about pixels and often assume a 4:3 aspect ratio.
 
Can the OS change to non-square pixels on a 4:3 display in order to use a 5:4 resolution without distortions?
 
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