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Re: DOS games that treat 320x200 as 16:10

After doing some quick testing, I've found Deluxe Paint II on DOS does not aspect-correct its "circles" even in modes that are far from square (e.g. 640x350.) If you draw a circle using the tool it's always y x y pixels regardless of screen mode. I'm betting the Amiga versions behaved exactly the …

Re: Timeline for resolutions (PC)

Well, depends on what is realistic. I assume it is that which stresses the hardware to the point of maintaining perfect balance between visual fidelity and speed. Exactly this. Your mention of Quake below is a perfect example. Yes, it could go up to 1280x1024 but running a benchmark @ that …

Re: Timeline for resolutions (PC)

It is not clear to me at all since I didn't start PC gaming until '98. Looking for folks to fill in the year range for each resolution. I do understand that 320x200 was used for a long time and covered CGA, EGA and VGA -- and that it wasn't the only resolution for those modes.

Timeline for resolutions (PC)

I'm less interested in when the first displays of that resolution were produced than I am what years the resolutions were appearing as an option in games and could realistically be utilized by the hardware. Limit to.. 320x200 640x480 800x600 1024x768 1280x1024 1600x1200 1920x1080 & the conversion to …

Re: DOS games that treat 320x200 as 16:10

https://youtu.be/D5hiwB7lzk8?t=367 (Rated R for Strong Language!) This guy makes a pretty good case as to why circles are irrelevant in the aspect ratio debate. Between the rest of that video and part one you have almost 2 hours of analysis on aspect ratios for early PC gaming. I could not watch all …

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