MattRocks wrote on 2026-01-30, 20:35:In summary, you are saying 90s TFT laptop screens are suboptimal for games compared to 90s CRT desktop screens. […]
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keenmaster486 wrote on 2026-01-30, 19:15:There is probably no one on this website more intimately familiar with the drawbacks of 1990s laptop screens than I am, and I sa […]
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MattRocks wrote on 2026-01-30, 17:17:
The 1993 laptop I recently acquired has a 640x480 TFT screen.
Later 90s TFT desktop screens would have been more optimised for VGA and SVGA inputs than 21st Century TFT screens because they were being sold into different ecosystems.
There is probably no one on this website more intimately familiar with the drawbacks of 1990s laptop screens than I am, and I say that very wearily, looking across my office at the several boxes of old laptops I am trying to sort through right now, every single one of them with a TFT screen. I don't buy anything else.
I can tell you unequivocally that until the very late 90s, they were extremely geared towards business and productivity, and work well for that purpose, but a 640x480 or 800x600 laptop screen simply was never made to work well enough for DOS games as a CRT, for the very simple reason that the resolution is too low for scaling algorithms to produce a good looking image. And even if you could, no one figured it out in the 90s before the resolution of these screens increased to 1024x768 and manufacturers started adding simple (naive!) scaling algorithms that produced a slightly better, but blurry, image for 320x200 or 640x480 games.
It's unfortunate, but true that 90s laptop screens, even if they are TFT, are suboptimal for games compared to a CRT. Again, it doesn't have to be this way, but manufacturers simply didn't figure out how to present lower-than-native resolutions to laptop LCD screens in a way that doesn't look really crappy until after it ceased to be relevant.
90s desktop LCDs may be a different animal, and I am not familiar with them. But the 2000s LCD screens that I have used extensively perform the same as those later 1024x768 laptop screens that have the blurry scaling algorithm.
It works, but still not as nice as a CRT.
But again I don't think that was really a concern people had much back then. I think they thought "ooh this LCD is much more convenient, look how flat and light it is" and that was a perfectly valid reason to prefer them.
In summary, you are saying 90s TFT laptop screens are suboptimal for games compared to 90s CRT desktop screens.
I agree, and I'd like to highlight that an IBM PC1 is suboptimal for games compared to a Commodore 16.
And, a CRT monochrome monitor is suboptimal for games compared to a CRT television.
So 286/386 PC and monitor was never sold as being games-first, but they played games.
The pattern I am trying to surface is that PCs were never introduced for games, and the games adapted to whatever PCs existed.
The 286 was bad for games, and 286 games like Alley Cat compare badly with Zelda. But Alley Cat matters.
Zelda is a game that plays on a games console, which triggers a "so what?" Alley cat is a game that plays on an office PC, which triggers a "interesting!"
If the pattern holds then the TFT office monitor must exist before games are adapted to it. And, it doesn't need to be the most optimal to be relevant.
Tying back to my opening post: PC games historically adapt to whatever hardware exists in offices, not to what is optimal for games.
As respectfully as I can say it, this mostly feels like a mix of stating the obvious (and verifiable) , assuming common/trends are absolutes and simply assuming. To me, it all smells a bit of sophistry.
a) "So 286/386 PC and monitor was never sold as being games-first, but they played games."
A PC had and has many use cases, games are but one of them. Someone solely buying a PC costing thousands of dollars (of the time) solely to play games would have made little sense to most consumers. But, PC gaming was growing and some marketing material at the time did mention games. By the later 386 era, a pedestrian 386 PC with a sound card could actually be better for gaming than contemporaneous game consoles due to sheer brute CPU capability. I would argue that, even today, most anyone with a gaming PC uses it for more than gaming (unless they have multiple PCs or other devices).
b) "The pattern I am trying to surface is that PCs were never introduced for games, and the games adapted to whatever PCs existed."
It was and is obvious from the very beginning from publicly stated design goals, press releases, MSRP, etc that games were a secondary concern, but they were a concern, because the original IBM PC had a game port.
c) "The 286 was bad for games, and 286 games like Alley Cat compare badly with Zelda. But Alley Cat matters.
Zelda is a game that plays on a games console, which triggers a "so what?" Alley cat is a game that plays on an office PC, which triggers a "interesting!""
That comparison is an odd one. Comparing a PC game from 1983 to The Legenc of Zelda on Famicom (1986) and NES (1987). 4 years was a long time, especially during the 1980s. Game consoles were designed primarily for games. That good games are popular and that games that innovate or push against hardware limitations are notable applies to both to game consoles and PCs. I will leave further reasearch on that theme to you.
d) "If the pattern holds then the TFT office monitor must exist before games are adapted to it. And, it doesn't need to be the most optimal to be relevant. "
Patterns are not absolutes and this is very easily disproved with one example in the PC world: sound cards. The Adlib card was introduced in 1987 when no office PCs had a multichannel synthesizer. Furthermore, your statement also implies that games would need to be adapted to an early office TFT monitor. Would an adaptation even have be necessary or even possible ? Would game developers have deemed it worth it ? Did any game developers of the time ever make statements on the subject ? I suggest you possibly research those points and reevaluate/rework your statement.
As to your final statement : "Tying back to my opening post: PC games historically adapt to whatever hardware exists in offices, not to what is optimal for games.", that is both true and untrue and has changed to a large degree over the years.
It was and is true that market demand shapes product offerings. Office PCs and their components were initially largely identical to what consumers could buy for the home but, even at the beginning, there were home specific options that were more common (CGA color graphics, especially composite,versus MDA for example ). Games targeting PCs would have obviously needed to be designed to work what the PC userbase had access to. As time went on, and the PC gaming market grew, more game specific options appeared, not necessarily first at the office, though sometimes finding their way back into the office later. Sound cards and graphics accelerators are two examples. High refresh rate displays are another example.