For most linux users, anything under 640x480 isnt acceptable because most
XFree drivers dont support anything under that. Abuse for SDL pixel doubles
everything to stretch because of this (instead of displaying at a native res)
320x240 was accptable once. If you are trying to get that 386 Retro feel,
you want that. (Of course, you do have to stretch to 640x480) It is possible,
however, to write the game for a 320x240 res, and then pixel double all the
sprites and graphics and such, and then get (basically) subpixel accurate
graphics due to the fact your actually displaying on 640x480. (Im not sure,
but I heard Abuse for SDL does that)
Now, of course, if this was a 3D game we were talking about, res doesnt matter.On 25-Sep-2002, IoDream wrote:
Personally I would prefer 512x384 with 50-60 fps
Best Regards,
^IoDream^
----- Original Message -----
From: āDavid Olofsonā <david.olofson at reologica.se>
To:
Sent: Wednesday, September 25, 2002 7:23 PM
Subject: Re: [SDL] 2D rendering poll, status + addition
On Wednesday 25 September 2002 16:56, Jimmy wrote:
[ā¦]
For example, 30fps wouldnāt be adequate for a heavy arcade game like
abuse, whereas 30 would be acceptable for an RTS like StarCraft. In
both cases (now anyway) 320x240 (or 200) is too low.
So the answer isā¦ bothā¦ depending :). If a game was forced
signifigently under 30fps, sacrifice detail like image quality or
transparencies for resolution. I canāt think of any case in which
320x240 is acceptable anymore in modern games.
Right. Itās really the last resort, and itās questionable if itās at all
worth the time needed for implementing it. Given software rendering
support, itās ājustā a matter of scaling graphics down, but doing it
nicely is far from trivial. (One would probably have to use some kind
of adaptive high degree interpolation to avoid just blurring all detail
away.)
That being said, itās impossible to make a visually competitive pure
arcade without acceleration, so much of the argument is moot. (notice
I said competitive and pure arcade)
Yeah. For actual arcade machines, normal PC games (ie ārequires P-II 300
or faster + OpenGL with at least 32 MB VRAMā) and games for new (3D)
consoles, software rendering is just not relevant. Well, except for some
procedural texture effects, perhaps.
And of course, for all these personal hobby projects, itās probably
better to pick a tool that delivers useful results with reasonable
development effort, and just focus on the game. Spending months
optimizing a software engine thatās shot down by the CPU/VRAM bottleneck
anyway just doesnāt seem very sensible, IMHO.
//David Olofson ā Programmer, Reologica Instruments AB
.- Coming soon from VaporWare Incā¦------------------------.
| The Return of Audiality! Real, working software. Really! |
| Real time and off-line synthesis, scripting, MIDI, LGPLā¦|
-----------------------------------> (Public Release RSN) -' .- M A I A -------------------------------------------------. | The Multimedia Application Integration Architecture |
----------------------------> http://www.linuxdj.com/maia -ā
.- David Olofson -------------------------------------------.
| Audio Hacker - Open Source Advocate - Singer - Songwriter |
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"Computer games donāt affect kids; I mean if Pac-Man affected us as kids, weād
all be running around in darkened rooms, munching magic pills and listening to
repetitive electronic music." --Kristian Wilson, Nintendo, Inc, 1989