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	<id>https://www.vogonswiki.com/index.php?action=history&amp;feed=atom&amp;title=General_monitor_advices</id>
	<title>General monitor advices - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.vogonswiki.com/index.php?action=history&amp;feed=atom&amp;title=General_monitor_advices"/>
	<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;action=history"/>
	<updated>2026-07-29T14:28:08Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=640&amp;oldid=prev</id>
		<title>RacoonRider at 11:59, 24 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=640&amp;oldid=prev"/>
		<updated>2013-02-24T11:59:07Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:59, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Display devices with an aspect ratio of 4:3 are best suited for a proper DOS and early Windows gaming experience. Although widescreen monitors were existent at that time, they only started to become prevalent in the mainstream consumer market around 2005, so most games up to this point were optimized for 4:3. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal with either playing in a window, stretching the image or black bars. Games with real widescreen support were extremely scarce. Although some early resolutions such as the common VGA Mode 13h 320x200 come close to widescreen, they will most likely not be recognized by modern monitors as such (see below).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Display devices with an aspect ratio of 4:3 are best suited for a proper DOS and early Windows gaming experience. Although widescreen monitors were existent at that time, they only started to become prevalent in the mainstream consumer market around 2005, so most games up to this point were optimized for 4:3. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal with either playing in a window, stretching the image or black bars. Games with real widescreen support were extremely scarce. Although some early resolutions such as the common VGA Mode 13h 320x200 come close to widescreen, they will most likely not be recognized by modern monitors as such (see below).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CRTs are overall preferable as authentic visual interface, even if they have the problem of taking much space and are not built anymore. They support nearly all exotic resolutions that were frequently used in the DOS days, tend &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do &lt;/del&gt;blur rough edges and dithering, and don't suffer from image quality penalties from scaling lower resolutions as much as LCD monitors do. Monitors with resolutions up to 1600x1200 and refresh rates of at least 85Hz are optimal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CRTs are overall preferable as authentic visual interface, even if they have the problem of taking much space and are not built anymore. They support nearly all exotic resolutions that were frequently used in the DOS days, tend &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/ins&gt;blur rough edges and dithering, and don't suffer from image quality penalties from scaling lower resolutions as much as LCD monitors do. Monitors with resolutions up to 1600x1200 and refresh rates of at least 85Hz are optimal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early EGA cards have a 9 pin Sub-D connector with a digital RGBI output. This requires a CRT with RGBI input as the later VGA CRTs support analog RGB only.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early EGA cards have a 9 pin Sub-D connector with a digital RGBI output. This requires a CRT with RGBI input as the later VGA CRTs support analog RGB only.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>RacoonRider</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=630&amp;oldid=prev</id>
		<title>D1stortion at 02:08, 24 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=630&amp;oldid=prev"/>
		<updated>2013-02-24T02:08:23Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:08, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Display devices with an aspect ratio of 4:3 are best suited for a proper DOS and early Windows gaming experience. Although widescreen monitors were existent at that time, they only started to become prevalent in the mainstream consumer market around 2005, so most games up to this point were optimized for 4:3&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Games with widescreen support were rather scarce&lt;/del&gt;. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal either &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/del&gt;stretching the image or black bars.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Display devices with an aspect ratio of 4:3 are best suited for a proper DOS and early Windows gaming experience. Although widescreen monitors were existent at that time, they only started to become prevalent in the mainstream consumer market around 2005, so most games up to this point were optimized for 4:3. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/ins&gt;either &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing in a window, &lt;/ins&gt;stretching the image or black bars&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Games with real widescreen support were extremely scarce. Although some early resolutions such as the common VGA Mode 13h 320x200 come close to widescreen, they will most likely not be recognized by modern monitors as such (see below)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CRTs are overall preferable as authentic visual interface, even if they have the problem of taking much space and are not built anymore. They support nearly all exotic resolutions that were frequently used in the DOS days, tend do blur rough edges and dithering, and don't suffer from image quality penalties from scaling lower resolutions as much as LCD monitors do. Monitors with resolutions up to 1600x1200 and refresh rates of at least 85Hz are optimal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CRTs are overall preferable as authentic visual interface, even if they have the problem of taking much space and are not built anymore. They support nearly all exotic resolutions that were frequently used in the DOS days, tend do blur rough edges and dithering, and don't suffer from image quality penalties from scaling lower resolutions as much as LCD monitors do. Monitors with resolutions up to 1600x1200 and refresh rates of at least 85Hz are optimal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>D1stortion</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=629&amp;oldid=prev</id>
		<title>D1stortion at 01:54, 24 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=629&amp;oldid=prev"/>
		<updated>2013-02-24T01:54:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:54, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Display devices with an aspect ratio of 4:3 are best suited for a proper DOS and early Windows gaming experience. Although widescreen monitors were existent at that time, they only started to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;became &lt;/del&gt;prevalent in the mainstream consumer market around 2005, so most games up to this point were optimized for 4:3. Games with widescreen support were rather scarce. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal either with stretching the image or black bars.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Display devices with an aspect ratio of 4:3 are best suited for a proper DOS and early Windows gaming experience. Although widescreen monitors were existent at that time, they only started to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become &lt;/ins&gt;prevalent in the mainstream consumer market around 2005, so most games up to this point were optimized for 4:3. Games with widescreen support were rather scarce. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal either with stretching the image or black bars.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CRTs are overall preferable as authentic visual interface, even if they have the problem of taking much space and are not built anymore. They support nearly all exotic resolutions that were frequently used in the DOS days, tend do blur rough edges and dithering, and don't suffer from image quality penalties from scaling lower resolutions as much as LCD monitors do. Monitors with resolutions up to 1600x1200 and refresh rates of at least 85Hz are optimal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CRTs are overall preferable as authentic visual interface, even if they have the problem of taking much space and are not built anymore. They support nearly all exotic resolutions that were frequently used in the DOS days, tend do blur rough edges and dithering, and don't suffer from image quality penalties from scaling lower resolutions as much as LCD monitors do. Monitors with resolutions up to 1600x1200 and refresh rates of at least 85Hz are optimal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>D1stortion</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=616&amp;oldid=prev</id>
		<title>D1stortion at 17:47, 23 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=616&amp;oldid=prev"/>
		<updated>2013-02-23T17:47:49Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:47, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early EGA cards have a 9 pin Sub-D connector with a digital RGBI output. This requires a CRT with RGBI input as the later VGA CRTs support analog RGB only.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early EGA cards have a 9 pin Sub-D connector with a digital RGBI output. This requires a CRT with RGBI input as the later VGA CRTs support analog RGB only.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticeable than the stretch on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower refresh rates. When choosing one of these, one should look for monitors with response times optimally not higher than 25 ms, because otherwise &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blurring &lt;/del&gt;in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticeable than the stretch on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower refresh rates. When choosing one of these, one should look for monitors with response times optimally not higher than 25 ms, because otherwise &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ghosting &lt;/ins&gt;in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many LCD monitors from the recommended time period already have digital DVI inputs that can provide better image quality than the analog VGA input. Still, using DVI is not recommended for DOS games because refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead of 70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the refresh rate for time synchronization. A major disadvantage of LCD monitors is the inability to display certain more exotic resolutions, resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many LCD monitors from the recommended time period already have digital DVI inputs that can provide better image quality than the analog VGA input. Still, using DVI is not recommended for DOS games because refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead of 70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the refresh rate for time synchronization. A major disadvantage of LCD monitors is the inability to display certain more exotic resolutions, resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>D1stortion</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=615&amp;oldid=prev</id>
		<title>D1stortion at 17:28, 23 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=615&amp;oldid=prev"/>
		<updated>2013-02-23T17:28:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:28, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early EGA cards have a 9 pin Sub-D connector with a digital RGBI output. This requires a CRT with RGBI input as the later VGA CRTs support analog RGB only.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Early EGA cards have a 9 pin Sub-D connector with a digital RGBI output. This requires a CRT with RGBI input as the later VGA CRTs support analog RGB only.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticeable than the stretch on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frequencies&lt;/del&gt;. When choosing one of these, one should look for monitors with response times optimally not higher than 25 ms, because otherwise blurring in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticeable than the stretch on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;refresh rates&lt;/ins&gt;. When choosing one of these, one should look for monitors with response times optimally not higher than 25 ms, because otherwise blurring in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many LCD monitors from the recommended time period already have digital DVI inputs that can provide better image quality than the analog VGA input. Still, using DVI is not recommended for DOS games because refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead of 70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the refresh rate for time synchronization. A major disadvantage of LCD monitors is the inability to display certain more exotic resolutions, resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many LCD monitors from the recommended time period already have digital DVI inputs that can provide better image quality than the analog VGA input. Still, using DVI is not recommended for DOS games because refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead of 70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the refresh rate for time synchronization. A major disadvantage of LCD monitors is the inability to display certain more exotic resolutions, resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>D1stortion</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=614&amp;oldid=prev</id>
		<title>D1stortion at 17:26, 23 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=614&amp;oldid=prev"/>
		<updated>2013-02-23T17:26:10Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:26, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot;&gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticeable than the stretch on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower frequencies. When choosing one of these, one should look for monitors with response times optimally not higher than 25 ms, because otherwise blurring in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticeable than the stretch on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower frequencies. When choosing one of these, one should look for monitors with response times optimally not higher than 25 ms, because otherwise blurring in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;early &lt;/del&gt;LCD monitors &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;may &lt;/del&gt;already have digital DVI inputs that can provide better image quality than the analog VGA input. Still, using DVI is not recommended for DOS games because refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead of 70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the refresh rate for time synchronization. A major disadvantage of LCD monitors is the inability to display certain more exotic resolutions, resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many LCD monitors &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from the recommended time period &lt;/ins&gt;already have digital DVI inputs that can provide better image quality than the analog VGA input. Still, using DVI is not recommended for DOS games because refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead of 70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the refresh rate for time synchronization. A major disadvantage of LCD monitors is the inability to display certain more exotic resolutions, resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Quirks ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Quirks ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>D1stortion</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=613&amp;oldid=prev</id>
		<title>D1stortion at 17:25, 23 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=613&amp;oldid=prev"/>
		<updated>2013-02-23T17:25:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:25, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot;&gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticeable than the stretch on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower frequencies. When choosing one of these, one should look for monitors with response times optimally not higher than 25 ms, because otherwise blurring in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticeable than the stretch on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower frequencies. When choosing one of these, one should look for monitors with response times optimally not higher than 25 ms, because otherwise blurring in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many LCD monitors may already have digital DVI inputs&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;that can provide better image quality than &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;using &lt;/del&gt;the analog VGA input. Still, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;connecting video with &lt;/del&gt;DVI is not recommended for DOS games because refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead of 70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the refresh rate for time synchronization. A major disadvantage of LCD monitors is the inability to display certain more exotic resolutions, resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;early &lt;/ins&gt;LCD monitors may already have digital DVI inputs that can provide better image quality than the analog VGA input. Still, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;using &lt;/ins&gt;DVI is not recommended for DOS games because refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead of 70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the refresh rate for time synchronization. A major disadvantage of LCD monitors is the inability to display certain more exotic resolutions, resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Quirks ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Quirks ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Most LCDs allow more modes than the list they report to the graphics card. The cause is that technically the limiting factor of a LCD is the supported range of horizontal frequency and pixel clock. Therefore lower refresh rates than the usual reported limit of 60 Hz are possible at higher resolutions. This is interesting for a stutter free representation of old gaming consoles either by emulation or by TV card input at 50 Hz. Setting such mode usually requires to define a custom resolution for the graphics cards driver or by using a third party tool.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Most LCDs allow more modes than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;existent in &lt;/ins&gt;the list they report to the graphics card. The cause is that technically the limiting factor of a LCD is the supported range of horizontal frequency and pixel clock. Therefore lower refresh rates than the usual reported limit of 60 Hz are possible at higher resolutions. This is interesting for a stutter free representation of old gaming consoles either by emulation or by TV card input at 50 Hz. Setting such mode usually requires to define a custom resolution for the graphics cards driver or by using a third party tool.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If the TV output of a graphics card is used, the refresh rate issues as described in the LCD section may also appear. Usually a setting to PAL standard defaults to 50 Hz and NTSC standard to 60 Hz.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If the TV output of a graphics card is used, the refresh rate issues as described in the LCD section may also appear. Usually a setting to PAL standard defaults to 50 Hz and NTSC standard to 60 Hz.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>D1stortion</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=612&amp;oldid=prev</id>
		<title>Enigma at 17:01, 23 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=612&amp;oldid=prev"/>
		<updated>2013-02-23T17:01:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:01, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Display devices with an aspect ratio of 4:3 are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;important &lt;/del&gt;for a proper DOS and early Windows gaming experience. Although widescreen monitors were existent at that time, they only started to became prevalent in the mainstream consumer &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;space &lt;/del&gt;around 2005, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning that &lt;/del&gt;most games up to this point were optimized for 4:3 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and games &lt;/del&gt;with widescreen support were scarce. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal either with stretching the image or black bars.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Display devices with an aspect ratio of 4:3 are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best suited &lt;/ins&gt;for a proper DOS and early Windows gaming experience. Although widescreen monitors were existent at that time, they only started to became prevalent in the mainstream consumer &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;market &lt;/ins&gt;around 2005, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so &lt;/ins&gt;most games up to this point were optimized for 4:3&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Games &lt;/ins&gt;with widescreen support were &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather &lt;/ins&gt;scarce. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal either with stretching the image or black bars.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CRTs are overall preferable, even if they have the problem of taking much space and are not built anymore. They support all exotic resolutions that were frequently used in the DOS days, tend do blur rough edges and dithering, and don't suffer from image quality penalties from scaling lower resolutions as much as LCD monitors do. Monitors with resolutions up to 1600x1200 and refresh rates of at least 85Hz are optimal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CRTs are overall preferable &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as authentic visual interface&lt;/ins&gt;, even if they have the problem of taking much space and are not built anymore. They support &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nearly &lt;/ins&gt;all exotic resolutions that were frequently used in the DOS days, tend do blur rough edges and dithering, and don't suffer from image quality penalties from scaling lower resolutions as much as LCD monitors do. Monitors with resolutions up to 1600x1200 and refresh rates of at least 85Hz are optimal&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Early EGA cards have a 9 pin Sub-D connector with a digital RGBI output. This requires a CRT with RGBI input as the later VGA CRTs support analog RGB only&lt;/ins&gt;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;noticable &lt;/del&gt;than the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strech &lt;/del&gt;on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower frequencies. When choosing one of these, one should look for monitors with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reponse &lt;/del&gt;times optimally not higher than &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;25ms&lt;/del&gt;, because otherwise blurring in fast games will be very &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;noticable&lt;/del&gt;. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;noticeable &lt;/ins&gt;than the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stretch &lt;/ins&gt;on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower frequencies. When choosing one of these, one should look for monitors with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;response &lt;/ins&gt;times optimally not higher than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;25 ms&lt;/ins&gt;, because otherwise blurring in fast games will be very &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;noticeable&lt;/ins&gt;. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Although many of those &lt;/del&gt;monitors may already have digital DVI inputs, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which &lt;/del&gt;provide better image quality than the analog VGA, DVI is not recommended for DOS games because of refresh rate &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;issues&lt;/del&gt;. A major disadvantage of LCD monitors is the inability to display &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some &lt;/del&gt;more exotic resolutions, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games that use them &lt;/del&gt;may &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only be displayed with display flickering &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other problems&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Many LCD &lt;/ins&gt;monitors may already have digital DVI inputs, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that can &lt;/ins&gt;provide better image quality than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;using &lt;/ins&gt;the analog VGA &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;input. Still&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;connecting video with &lt;/ins&gt;DVI is not recommended for DOS games because &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;refresh rate issues may appear where VGA modes run at 60 Hz refresh rate instead &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;70 Hz standard. A typical indication are speed and/or sound issues in games and demos that use the &lt;/ins&gt;refresh rate &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for time synchronization&lt;/ins&gt;. A major disadvantage of LCD monitors is the inability to display &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain &lt;/ins&gt;more exotic resolutions, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resulting in a black screen, flickering or discharge patterns of the LCDs output logic.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Quirks ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Most LCDs allow more modes than the list they report to the graphics card. The cause is &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technically the limiting factor of a LCD is the supported range of horizontal frequency and pixel clock. Therefore lower refresh rates than the usual reported limit of 60 Hz are possible at higher resolutions. This is interesting for a stutter free representation of old gaming consoles either by emulation or by TV card input at 50 Hz. Setting such mode usually requires to define a custom resolution for the graphics cards driver or by using a third party tool.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the TV output of a graphics card is used, the refresh rate issues as described in the LCD section &lt;/ins&gt;may &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also appear. Usually a setting to PAL standard defaults to 50 Hz &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;NTSC standard to 60 Hz&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Related VOGONS threads ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Related VOGONS threads ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[http://vogons.zetafleet.com/viewtopic.php?t=34616 Games with higher resolution than normal for their era]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*[http://vogons.zetafleet.com/viewtopic.php?t=34616 Games with higher resolution than normal for their era]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Enigma</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=608&amp;oldid=prev</id>
		<title>D1stortion at 16:05, 23 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=608&amp;oldid=prev"/>
		<updated>2013-02-23T16:05:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:05, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot;&gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Although many of those monitors may already have digital DVI inputs, which provide better image quality than the analog VGA, DVI is not recommended for DOS games because of refresh rate issues. A major disadvantage of LCD monitors is the inability to display some more exotic resolutions, meaning that games that use them may only be displayed with display flickering and other problems.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Although many of those monitors may already have digital DVI inputs, which provide better image quality than the analog VGA, DVI is not recommended for DOS games because of refresh rate issues. A major disadvantage of LCD monitors is the inability to display some more exotic resolutions, meaning that games that use them may only be displayed with display flickering and other problems.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Related VOGONS threads ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*[http://vogons.zetafleet.com/viewtopic.php?t=34616 Games with higher resolution than normal for their era]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>D1stortion</name></author>
	</entry>
	<entry>
		<id>https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=607&amp;oldid=prev</id>
		<title>D1stortion at 15:38, 23 February 2013</title>
		<link rel="alternate" type="text/html" href="https://www.vogonswiki.com/index.php?title=General_monitor_advices&amp;diff=607&amp;oldid=prev"/>
		<updated>2013-02-23T15:38:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:38, 24 February 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l5&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticable than the strech on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower frequencies. When choosing one of these, one should look for monitors with reponse times optimally not higher than 25ms, because otherwise blurring in fast games will be very noticable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15&amp;quot;) resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17&amp;quot; and 19&amp;quot; 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less noticable than the strech on widescreen displays. LCDs have the obvious advantages of taking less space and putting less strain on the eyes on lower frequencies. When choosing one of these, one should look for monitors with reponse times optimally not higher than 25ms, because otherwise blurring in fast games will be very noticable. Also, good scaling performance is important for low-res DOS games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Although many of those monitors may already have digital DVI inputs, which provide better image quality than the analog VGA, DVI is not recommended for DOS games because of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frequency &lt;/del&gt;issues. A major disadvantage of LCD monitors is the inability to display some more exotic resolutions, meaning that games that use them may only be displayed with display flickering and other problems.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Although many of those monitors may already have digital DVI inputs, which provide better image quality than the analog VGA, DVI is not recommended for DOS games because of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;refresh rate &lt;/ins&gt;issues. A major disadvantage of LCD monitors is the inability to display some more exotic resolutions, meaning that games that use them may only be displayed with display flickering and other problems.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>D1stortion</name></author>
	</entry>
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