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Autor: | Pascal Parvex | ||
Datum: | 26.05.23 00:23 | ||
Antwort auf: | Erstes 16K-Display vorgestellt von Pascal Parvex | ||
Sehet diese Vorrechnungen: User "Hydra Spectre" [https://www.youtube.com/channel/UCtMK0RT_yKj6co5-csjmxDQ] vor 8 Stunden (bearbeitet) According to my calculations, 16K is the perfect integer scale for all major video resolutions. 240 * 36 = 8640 (retro consoles in NTSC) 288 * 30 = 8640 (retro consoles in PAL) 480 * 18 = 8640 (SD NTSC) 576 * 15 = 8640 (PAL) 720 * 12 = 8640 (HD Ready) 1080 * 8 = 8640 (2K Full HD) 1440 * 6 = 8640 (Quad HD) 2160 * 4 = 8640 (4K Ultra HD) 2880 * 3 = 8640 (5K) 4320 * 2 = 8640 (8K) For handhelds, it is also an integer scale with: 144 * 60 = 8640 (Game Boy, Game Gear) 160 * 54 = 8640 (Game Boy Advance) 192 * 45 = 8640 (DS per screen) (272 - 2) * 32 = 8640 (PSP, minus two extraneous pixels) (544 - 4) * 16 = 8640 (PS Vita, minus four extraneous pixels) This also means ultrawide resolutions on PC would be great here, because the 15360 horizontal resolution has great integer scales too: 2560x1080 * 6 = 15360x6480 (1080p 21:9) 3840x1080 * 6 = 15360x4320 (1080p 32:9) 5120x2160 * 3 = 15360x6480 (2160p 21:9) 7680x2160 * 2 = 15360x4320 (2160p 32:9) And 16K with the best HDR would give us the best CRT emulation shaders. |
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