https://www.vogonswiki.com/index.php?title=General_monitor_advices&feed=atom&action=historyGeneral monitor advices - Revision history2024-03-29T13:36:12ZRevision history for this page on the wikiMediaWiki 1.26.0https://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=640&oldid=prevRacoonRider at 11:59, 24 February 20132013-02-24T11:59:07Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 11:59, 24 February 2013</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>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 <del class="diffchange diffchange-inline">do </del>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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>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 <ins class="diffchange diffchange-inline">to </ins>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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
</table>RacoonRiderhttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=630&oldid=prevD1stortion at 02:08, 24 February 20132013-02-24T02:08:23Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 02:08, 24 February 2013</td>
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<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>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<del class="diffchange diffchange-inline">. Games with widescreen support were rather scarce</del>. Although such games can be played on a modern 16:9 or 16:10 monitor, one would have to deal <del class="diffchange diffchange-inline">either </del>with stretching the image or black bars.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>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 <ins class="diffchange diffchange-inline">either playing in a window, </ins>stretching the image or black bars<ins class="diffchange diffchange-inline">. 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)</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
</table>D1stortionhttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=629&oldid=prevD1stortion at 01:54, 24 February 20132013-02-24T01:54:47Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 01:54, 24 February 2013</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
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<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>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 <del class="diffchange diffchange-inline">became </del>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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>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 <ins class="diffchange diffchange-inline">become </ins>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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
</table>D1stortionhttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=616&oldid=prevD1stortion at 17:47, 23 February 20132013-02-23T17:47:49Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 17:47, 23 February 2013</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l4" >Line 4:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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 <del class="diffchange diffchange-inline">blurring </del>in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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 <ins class="diffchange diffchange-inline">ghosting </ins>in fast games will be very noticeable. Also, good scaling performance is important for low-res DOS games.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
</table>D1stortionhttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=615&oldid=prevD1stortion at 17:28, 23 February 20132013-02-23T17:28:01Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 17:28, 23 February 2013</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l4" >Line 4:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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 <del class="diffchange diffchange-inline">frequencies</del>. 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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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 <ins class="diffchange diffchange-inline">refresh rates</ins>. 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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
</table>D1stortionhttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=614&oldid=prevD1stortion at 17:26, 23 February 20132013-02-23T17:26:10Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 17:26, 23 February 2013</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l6" >Line 6:</td>
<td colspan="2" class="diff-lineno">Line 6:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>Many <del class="diffchange diffchange-inline">early </del>LCD monitors <del class="diffchange diffchange-inline">may </del>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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>Many LCD monitors <ins class="diffchange diffchange-inline">from the recommended time period </ins>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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Quirks ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Quirks ==</div></td></tr>
</table>D1stortionhttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=613&oldid=prevD1stortion at 17:25, 23 February 20132013-02-23T17:25:02Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 17:25, 23 February 2013</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l6" >Line 6:</td>
<td colspan="2" class="diff-lineno">Line 6:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>Many LCD monitors may already have digital DVI inputs<del class="diffchange diffchange-inline">, </del>that can provide better image quality than <del class="diffchange diffchange-inline">using </del>the analog VGA input. Still, <del class="diffchange diffchange-inline">connecting video with </del>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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>Many <ins class="diffchange diffchange-inline">early </ins>LCD monitors may already have digital DVI inputs that can provide better image quality than the analog VGA input. Still, <ins class="diffchange diffchange-inline">using </ins>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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Quirks ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Quirks ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>Most LCDs allow more modes than <ins class="diffchange diffchange-inline">existent in </ins>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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
</table>D1stortionhttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=612&oldid=prevEnigma at 17:01, 23 February 20132013-02-23T17:01:01Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 17:01, 23 February 2013</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
<td colspan="2" class="diff-lineno">Line 1:</td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>Display devices with an aspect ratio of 4:3 are <del class="diffchange diffchange-inline">important </del>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 <del class="diffchange diffchange-inline">space </del>around 2005, <del class="diffchange diffchange-inline">meaning that </del>most games up to this point were optimized for 4:3 <del class="diffchange diffchange-inline">and games </del>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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>Display devices with an aspect ratio of 4:3 are <ins class="diffchange diffchange-inline">best suited </ins>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 <ins class="diffchange diffchange-inline">market </ins>around 2005, <ins class="diffchange diffchange-inline">so </ins>most games up to this point were optimized for 4:3<ins class="diffchange diffchange-inline">. Games </ins>with widescreen support were <ins class="diffchange diffchange-inline">rather </ins>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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>CRTs are overall preferable <ins class="diffchange diffchange-inline">as authentic visual interface</ins>, even if they have the problem of taking much space and are not built anymore. They support <ins class="diffchange diffchange-inline">nearly </ins>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<ins class="diffchange diffchange-inline">.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div><ins class="diffchange diffchange-inline">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</ins>.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less <del class="diffchange diffchange-inline">noticable </del>than the <del class="diffchange diffchange-inline">strech </del>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 <del class="diffchange diffchange-inline">reponse </del>times optimally not higher than <del class="diffchange diffchange-inline">25ms</del>, because otherwise blurring in fast games will be very <del class="diffchange diffchange-inline">noticable</del>. Also, good scaling performance is important for low-res DOS games.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 1280x1024 monitors are 5:4, meaning the image will be slightly jolted when running 4:3 resolutions, but this is far less <ins class="diffchange diffchange-inline">noticeable </ins>than the <ins class="diffchange diffchange-inline">stretch </ins>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 <ins class="diffchange diffchange-inline">response </ins>times optimally not higher than <ins class="diffchange diffchange-inline">25 ms</ins>, because otherwise blurring in fast games will be very <ins class="diffchange diffchange-inline">noticeable</ins>. Also, good scaling performance is important for low-res DOS games.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div><del class="diffchange diffchange-inline">Although many of those </del>monitors may already have digital DVI inputs, <del class="diffchange diffchange-inline">which </del>provide better image quality than the analog VGA, DVI is not recommended for DOS games because <del class="diffchange diffchange-inline">of </del>refresh rate issues. A major disadvantage of LCD monitors is the inability to display <del class="diffchange diffchange-inline">some </del>more exotic resolutions, <del class="diffchange diffchange-inline">meaning that games </del>that <del class="diffchange diffchange-inline">use them </del>may <del class="diffchange diffchange-inline">only be displayed with display flickering </del>and <del class="diffchange diffchange-inline">other problems</del>.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div><ins class="diffchange diffchange-inline">Many LCD </ins>monitors may already have digital DVI inputs, <ins class="diffchange diffchange-inline">that can </ins>provide better image quality than <ins class="diffchange diffchange-inline">using </ins>the analog VGA <ins class="diffchange diffchange-inline">input. Still</ins>, <ins class="diffchange diffchange-inline">connecting video with </ins>DVI is not recommended for DOS games because refresh rate issues <ins class="diffchange diffchange-inline">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</ins>. A major disadvantage of LCD monitors is the inability to display <ins class="diffchange diffchange-inline">certain </ins>more exotic resolutions, <ins class="diffchange diffchange-inline">resulting in a black screen, flickering or discharge patterns of the LCDs output logic.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div><ins class="diffchange diffchange-inline">== Quirks ==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div><ins class="diffchange diffchange-inline">Most LCDs allow more modes than the list they report to the graphics card. The cause is </ins>that <ins class="diffchange diffchange-inline">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.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div><ins class="diffchange diffchange-inline">If the TV output of a graphics card is used, the refresh rate issues as described in the LCD section </ins>may <ins class="diffchange diffchange-inline">also appear. Usually a setting to PAL standard defaults to 50 Hz </ins>and <ins class="diffchange diffchange-inline">NTSC standard to 60 Hz</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Related VOGONS threads ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Related VOGONS threads ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>*[http://vogons.zetafleet.com/viewtopic.php?t=34616 Games with higher resolution than normal for their era]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>*[http://vogons.zetafleet.com/viewtopic.php?t=34616 Games with higher resolution than normal for their era]</div></td></tr>
</table>Enigmahttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=608&oldid=prevD1stortion at 16:05, 23 February 20132013-02-23T16:05:58Z<p></p>
<table class='diff diff-contentalign-left'>
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<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 16:05, 23 February 2013</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l6" >Line 6:</td>
<td colspan="2" class="diff-lineno">Line 6:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div><ins style="font-weight: bold; text-decoration: none;">== Related VOGONS threads ==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; 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;"><div><ins style="font-weight: bold; text-decoration: none;">*[http://vogons.zetafleet.com/viewtopic.php?t=34616 Games with higher resolution than normal for their era]</ins></div></td></tr>
</table>D1stortionhttps://www.vogonswiki.com/index.php?title=General_monitor_advices&diff=607&oldid=prevD1stortion at 15:38, 23 February 20132013-02-23T15:38:29Z<p></p>
<table class='diff diff-contentalign-left'>
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<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 15:38, 23 February 2013</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l5" >Line 5:</td>
<td colspan="2" class="diff-lineno">Line 5:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Decent LCD monitors started to appear in the mass market in around 2001, at first commonly with 1024x768 (15") resolutions, which is already high enough to take advantage of late 90s 3D accelerators. Later 17" and 19" 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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; 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;"><div>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 <del class="diffchange diffchange-inline">frequency </del>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.</div></td><td class='diff-marker'>+</td><td style="color:black; 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;"><div>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 <ins class="diffchange diffchange-inline">refresh rate </ins>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.</div></td></tr>
</table>D1stortion