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Screen Resolution
'Screen resolution' is not a strange concept, yet there is a surprising ammount of people
out there sitting by their computers not knowing anything about such basic concepts as
'screen resolution', 'colordepth' and 'graphic memory-usage'. We will try to change that
now! :)
Different screen resolutions and colordepth can be adjusted on your computer, but how
you do it depends on what computer you use (Windows95 /NT: Start:
Settings /ControlPanel /Display /Settings), (Amiga: System:Prefs /ScreenMode), (Mac:
'TheApple' /ControlPanels /Monitors)
There is a simple relationship between the ammount of graphics memory and the
maximum resolution/colordepth you can use. So, if you know how much graphic-memory
you have in your computer, you can also calculate which resolutions/colordepths you
should be able to display...
For non-professional users, the most common ammounts of graphic memory these days
are between 8 & 64 MB.
The most common resolutions are 800*600 and 1024*768.
Example:
A resolution of 800*600 means that the viewable size is divided into 800 picture elements
(picture elements=pix_els) horizontally and 600 pixels vertically. The total ammount of
pixels in this case is: 800 times 600 = 480000
How much memory this resolution requires depends on the colordepth.
On the computers in use now, there are usually 3 alternatives when it comes to
colordepth. Those are: 8-bit (256 colors), 16-bit (65 thousands of colors, a.k.a. HighColor)
and 24/32-bit (16,8 million colors, a.k.a. TrueColor).
Computer memory is 'measured' in 'bytes'. e.g. kilo bytes (kB), Mega bytes (MB); One
byte= 8 bits.
This is something that is valid for computers nowdays. In the past e.g., there have been
computers where one 'byte' was only 4 bits .
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Basics Of Computer Graphics - Screen Resolution Page 2 of 6
that require? Well, 16 bits means 2 bytes, since one byte is only 8 bits. 16bits/8bits=2
800*600= 480000 pixels in 16 bit means 480000*2=960000 bytes. Quite obviously, the
16-bit display requires twice as much memory as an 8-bit display in the same screen
resolution.
The 24-bit display then, quite logically requries: 24bit/8bit=3bytes/pixel. i.e. every pixel
uses 3 bytes which lead us to the conclusion that an 800*600*24bit display requires
480000*3 bytes= 1440000 bytes (1400kB or 1.4MB)
So if you happen to have only 1 Megabyte of graphic memory on your ancient GFX card,
you should be able to display 800*600 in 16-bit but not in 24-bit (16,8 million colors). In
real life though, other factors may me decisive such as your OS (Operating System)...
Here below I've put together a table with all the most common resolutions and how much
memory they require in their respective color depths.
Alternatively you could use this table to see how much memory the display requires from
your total ammount of graphics memory. If you i.e. play 3D games that use a lot of
textures, you can calculate how much memory you have left for textures. [total memory]-
[display memory]=[available memory for textures].
Required
Resolution Colordepth
memory
640*480 8-bit 300 kb
640*480 16-bit 600 kb
640*480 24-bit 900 kb
640*480 32-bit 1200 kb
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Basics Of Computer Graphics - Screen Resolution Page 3 of 6
Most people (computer users) are familliar with the term 'refresh-rate'. It is quite simply
the rate at which your screen is being updated; refreshed.
For a stable, flicker-free picture, at least 70 refreshes/second are recomended. (For every
'refresh' the picure on your monitor is re-drawn) A refresh rate of 50 updates/second
gives you a more 'flickery' display, and less is worse.. (Bare in mind however that this
only applies to the type of monitors that use 'Cathode ray Tube' (CRT) technology. Which
is basically all monitors that are not flat)
Here below, you can see a table containing the most common resolutions, refresh-rates
the required HSF's. (Horizontal...)
So, e.g. if you are buying a monitor and you want to use 1600x1200 @ 85Hz, make sure
it manages at least 102 kHz Horizontal Sweep frequency. (Keep in mind though that this
only applies for CTR (Catode Ray Tube) monitors. If you're buying a flat TFT screen, this
is not relevant.)
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Basics Of Computer Graphics - Screen Resolution Page 4 of 6
800*600 60 Hz 36 kHz
800*600 76 Hz 45,6 kHz
800*600 85 Hz 51 kHz
800*600 100 Hz 60 kHz
1024*768 60 Hz 46 kHz
1024*768 76 Hz 58,4 kHz
1024*768 85 Hz 65,3 kHz
1024*768 100 Hz 76,8 kHz
1600*1200 60 Hz 72 kHz
1600*1200 76 Hz 91,2 kHz
1600*1200 85 Hz 102 kHz
1600*1200 100 Hz 120 kHz
We have been talking about screen resolutions and in the early sections we also
discussed how computer images are created. Obviously, if you want a picture with fine
detail, it will require a vast amount of single picture elements (pixels) to give you that fine
detailed information.
Most home users are not too concerned with the technical details of their screen as long
as they can do whatever it is they want to do and see. But since digital cameras became
a cheap mainstream product, almost everyone living in the developed part of the world
has seen the term 'Megapixel'.
Now, Mega is obviously a prefix from the metric system meaning Million so it's not difficult
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Basics Of Computer Graphics - Screen Resolution Page 5 of 6
Now let's get to the main point here. The quality and design of the sensor is the upper
limit of how much light information that can be gathered and then transformed into an
image. So if your sensor would consist of a grid of 4 by 4 blocks, then the total resolution
of that image would be 16 pixels (4x4=16). Obviously, that wouldn't be very useful. As we
have already discussed, the term Megapixel describes the potential of the imaging
sensor. If your camera is labeled '1 Megapixel' then the sensor in the camera is capable
of capturing light information for 1 million pixels. If you have a more expensive camera
you might be able to capture e.g. 7 Megapixel images and so forth....
Below is a table that shows the screen resolutions (Screen Res) that correspond to
different Megapixel ranges (Cam Res). It also shows the size of the image if you would
choose to print it out on a photo-quality printer (and if you print at 600dpi, just cut that
length in half). Note however that the screen resolution is of a different format that a
typical old style photo. A typical size of a photo might be 15x10cm meaning that the width
vs height ratio is 3/2 or 1.5 (15/10=1.5). A typical PC screen has the ratio of 4/3 or 1.33
(e.g. 800/600=1.333). What all this means is that the screen resolution might not
correspond exactly to say 1 Megapixel, but rather, it will be the highest possible
resolution that follows the PC standard of the 1.333 ratio and standard available PC
resolutions. Typically, PC resolutions are evenly divisible by 16.
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As we can see from this table, you will need a 20 Megapixel camera to be able to print A4
at 600 dpi with full print quality. Cameras exceeding 20Mpix are already available for
professionals (or rich enthusiasts ;-).
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http://www.danielsevo.com/bocg/bocg_screenres.htm 7/21/2010