RE: [GD-General] More screen res love (tile graphics)
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From: Brian H. <ho...@py...> - 2003-03-31 23:03:35
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>I find this odd... I am constantly on the road and on airplanes,= so >I'm forced to do most of my PC gaming on my laptop (and it's= faster >to boot, so it's not all bad!). The laptop runs at a native >resolution of 1600x1200, but have absolutely no legibility= problems >playing any games at lower resolutions (and I play all of them Well, consider the pixel density. You're probably using a 15.1"= laptop screen with a 1600x1200 resolution, so your pixels are= going to be very small. A standard 17 or 18" LCD is running at= 1280x1024, so you're going to see much Also, scaling up to 1600x1200 gives the interpolation hardware a= lot more breathing room to work, instead of dealing with just pixel fractions. Scaling an 800x600 -> 1600x1200 won't introduce near= the artifacts that going from 1024x768 -> 1280x1024 would. >I assume the best solution is to have multi-resolution artwork Yes, this is the ideal solution, but it requires a lot more= content generation and it also requires a lot more storage and download= size, so it's not practical in every situation. >targeting the major resolutions (640x480, 800x600, 1024x768, >1280x1024, etc.). Of course, it would be a pain to hand design= this >artwork. Unfortunately there are a lot more major resolutions than that. = 1152x864 is common on Macs; 1400x1000 (?) on some laptops;= 1600x1024; 1600x1200; 1920x1200; etc. And while neither of these individual= resolutions is very common, combined they make up a sizable= fraction of the market (I would guess). >would be to produce the highest resolution originals and use a >better-than-bicubic down-sampling filter (which most often= muddies >pixelart). That's probably the best route, except it does keep content sizes= fairly high. Brian |