dml wrote:Could do - although in low res on VGA, it might look more like window blinds! Perhaps a bit less chunky looking on real RGB displays for the few who still have functional ones...
calimero wrote:Hm. If you set e.g. 320x480 on vga and draw every second line Falcon memory bandwidth would be still spent equaly as in "normal" 320x480 mode?
Foxie wrote:calimero wrote:Hm. If you set e.g. 320x480 on vga and draw every second line Falcon memory bandwidth would be still spent equaly as in "normal" 320x480 mode?
This gives me an idea (if it's not what you meant?) How about using the horizontal interrupt to switch the colour depth to 2 colours on every other scanline?
Well, it's a game which make the number of frames per second important. I rather have more frames per second than more lines... and if it enables you to further optimize things, it'll bring more happiness to you as well!
I think that lower resolution with better fps is better solution (esp. if you have more benefits than higher fps)!
Letterbox ratio can look nice. It suits less well Quake style free-roam 3D games, but would be a good match for more cinematic things.
Well, 320 x (up to) 160 with chunky columns actually sounds pretty nice. Would certainly give a nice widescreen flair. Could work great with some scenery.
Foxie wrote:As another point of reference, I'm designing a 3D game with a viewport size of 320x140. I think the "wide" viewport works really well in 3D, it much more closely resembles how we actually see an environment with our own eyes. Perhaps for some games a wide field of view would make it too easy. It really depends on the map design.
Foxie wrote:I'm a bit confused about the "160 columns" reference. Are there really only 160 horizontal pixels? The videos on Youtube look sharper than that!
calimero wrote:Hm. If you set e.g. 320x480 on vga and draw every second line Falcon memory bandwidth would be still spent equaly as in "normal" 320x480 mode? (Too bad that there is no hardware mode, like for doubling pixels, for making tv-alike scanline effect on vga... Yesterday I played Doom on Mac and tv-scanline effect make it much prettyer, although darker! )
alexh wrote:LCDTV's definitely on their RGB (and possibly on their VGA inputs) can apply a built in hardware video scaler function. Perhaps there is a potential here? Render the correct letterboxing and/or aspect ratio and LCDTV owners get a nice full screen for free?
Foxie wrote:This gives me an idea (if it's not what you meant?) How about using the horizontal interrupt to switch the colour depth to 2 colours on every other scanline? Thus for each of the 240 pairs of VGA scanlines, one of them shows the image in truecolour (or 256 colours) while the other scanline is in 2 colours and displays black.
In addition to giving you a fine-pitch scanline effect, this would increase the amount of memory bandwidth available to the CPU - during the 2 colour scanlines, the amount of display data fetched from ST RAM is minimal. As most people know, displaying 320x240 in truecolour practically hogs all the ST RAM bandwidth just maintaining the display. Blanking every other line would more than double the useful bandwidth.
dml wrote:and no reliable way to sync-lock since the CPU is not a constant-time device like the 68k in the ST
LaceySnr wrote:Have been working from your PM of six months ago to find my way around the Hatari debugger today, proving invaluable now I've managed to get the symbols loaded properly!
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