Very high screen resolutions. (not Skyrim related)

Post » Tue May 29, 2012 1:04 pm

This isn't related to Skyrim, but it seemed like the best spot in the forum to post it. I currently run at 1920x1200. I know that's a nice resolution to run at but I have heard about resolutions that go much higher than that. For example 2560x1600, what is this exactly? Is that a resolution that you need a special video card and monitor to run? Do games support these high resolutions? How do these look? Does these high resolutions mean playing watching something on many monitors simultaneously? I have read a bit about Quad XGA and Hyper XGA, but I still don't fully understand this stuff.

Any help is appreciated.
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Sudah mati ini Keparat
 
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Post » Tue May 29, 2012 4:05 am

2560x1600 is available on larger monitors. Mine is a Dell 30" job whose native resolution is 2560x1600. Looks pretty damn good. Recent high powered graphics card are capable of doing that resolution.
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Big mike
 
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Post » Tue May 29, 2012 2:27 am

http://en.wikipedia.org/wiki/1080p
WQXGA (2560×1600) a wide version of QXGA and having four times as many pixels as an http://en.wikipedia.org/wiki/WQXGA#WXGA_.281280.C3.97768.29 (1280×800) displays.
http://en.wikipedia.org/wiki/WQXGA#WQXGA_.282560.C3.971600.29

1080p (1920×1080), is what most TV's display, when you attach a computer to them, through HDMI cables.

WQXGA is common for 16:10 widescreen, as opposed to 16:9 (common widescreen)
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Jessica Thomson
 
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Post » Tue May 29, 2012 7:12 am

Also note... There are "Custom sizes", for wide-screen across multiple monitors. 6144x1024 (2048x1024, x3)

The formats relate to two things...

Screen Ratio, which determines LxW... and Cross-Vector filling... (Related to pushing colors down X-rows and Y-Columns, the "Vectors" of a screen, related to a sub-processor's ability to send simultaneous bits/bytes to groups of chips, which handle segments of rows.)

Since monitors are no longer tubes, passing 1-2 lines down a tube, at a phosphorescent screen... They now have to send data in "chunks", simultaneously, to groups of chips... One chip handles 8, or 10, or 12, or 16 or 32, or 64 rows at once. Larger screens are actually many smaller screens, linked by these rows, and columns. Most TV's are controlled by two-segments (left/right), with about 64 rows. EG, the 1600 is 25 rows, and two halves of 1280 with 60 columns (One column for each color R, G, B. or new TV's R, G, B, Y... or True-colorTV's C, M, Y, K).

Unfortunately, the game itself has no "SCALE RATIO", so if your people are tall and thin, you can "Fake" a smaller width than your actual monitors width, which will turn them back into normal-sized people.

EG, If a circle looks like an oval, your scale-ratio is off... (Pixels are not squares, problem #1. The other problem is that some pixels are more wide than others, from various manufactures. Leads to distorted 3D shapes. Normally games have some form of "scale-ratio" correction code. Known as reading the Twips, or pixels-per-inch, "TwipsPerPixelX and TwipsPerPixelY", and adjusting the game to be "square" or "True". This is something that Bethesda does not do, and why characters are short and pudgy on one screen, and tall and slender on another screen.)
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Ashley Hill
 
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Post » Tue May 29, 2012 9:20 am

fyi... 2160p HDTV's have recently been arriving in a few places at below the $10,000 mark...

they have a native resolution of 3840x2160..... OR some tv manufacturers have decided to run 4k verison of 2160p with a 4096x2160p which while larger and i like larger..... doesn't jive well for those wanting to upscale 1080p content (not the smartest move i'd say)
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Brooke Turner
 
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