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📁 3D游戏开发领域专家撰写的经典游戏开发启迪性文章之一
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<TITLE>GPMega - Beginners Section - Choosing A Screen Resolution</TITLE>
<META NAME="DESCRIPTION" CONTENT="An article explaining both the benefits and downfalls to the various screen resolutions and color depths of todays games.  It offers suggestions on the right choice for your game by covering data collected through a custom test program, a good read...">
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<H3 ALIGN=CENTER><font color="#FFF600">C</font><font color="#FFED00">h</font><font color="#FFE400">o</font><font color="#FFDB00">o</font><font color="#FFD200">s</font><font color="#FFC900">i</font><font color="#FFC000">n</font><font color="#FFB700">g</font><font color="#FFAE00"> </font><font color="#FFA500">A</font><font color="#FF9C00"> </font><font color="#FF9300">S</font><font color="#FF8A00">c</font><font color="#FF8100">r</font><font color="#FF7800">e</font><font color="#FF6F00">e</font><font color="#FF6600">n</font><font color="#FF5D00"> </font><font color="#FF5400">R</font><font color="#FF4B00">e</font><font color="#FF4200">s</font><font color="#FF3900">o</font><font color="#FF3000">l</font><font color="#FF2700">u</font><font color="#FF1E00">t</font><font color="#FF1500">i</font><font color="#FF0C00">o</font><font color="#FF0300">n</font><BR><FONT SIZE=-2>By: Dominic Filion</FONT></H3>
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<P><A href="http://members.xoom.com/armagammon/">Armagammon Game Engine</A>

<P>One of the main disagreement in many amateur game projects lies at the heart of screen resolutions and color depth. Graphic artists when more pixels, more color, while programmers want more speed, and less work.
      
<P>As a programmer, you are in charge of all the technical aspects of your 
      game - it is your job to know when to draw the line. Nothing keeps you 
      from having your game run at a resolution of 1024x768x32, apart from the 
      fact that no one will buy your game.
      
<H3><FONT COLOR=YELLOW><I>Screen resolution and performance</I></FONT></H3>

<P>In the great majority of games, the most intensive task performed is 
      pushing pixels around. If you have a screen resolution of 640x480, that 
      makes 307,200 pixels. In 16-bit color depth, each pixel takes 2 bytes, 
      making 614,400 bytes. That means your game has to &quot;push&quot; 615 
      kilobytes of data every time it is drawing the game screen. Obviously your 
      game screen has to be refreshed several times per second to give a good 
      illusion of motion - 20 frames per second is a good target. So, a 
      640x480x16 resolution game will have to &quot;push&quot; 12,288,000 bytes 
      of data every second, or 12 megs/second.
      
<P>This is quite attainable even on slower computers; but the numbers rise 
      very rapidly as the screen resolution increases. Put the color depth at 
      24-bit, and the number rises to 18 megs/second, at which point slower 
      computers (P100-P150) will have a hard time keeping up.
      
<H3><FONT COLOR=YELLOW><I>What's a good framerate ?</I></FONT></H3>

<P>Television has 30 frames per second, while movies have 24. Having 
      numbers in this range is ideal. 15 frames per second is a minimum : there 
      will be noticeable chopiness, and the game will not feel as responsive. 10 
      frames per second is definitely too slow.
      
<P>It's interesting to note that sometimes users don't mind if the game is 
      choppy. When Quake II came out, the great majority of people who played it 
      could barely get 15 frames per second, and a good portion only had 10 
      frames or lower. But Quake is, of course, the exception, not the rule : 
      people won't like your game if it's choppy.

<H3><FONT COLOR=YELLOW><I>The Numbers</I></FONT></H3>

<P>To show you what kind of performance you can expect from your computer, 
      I've built a small screen benchmark application, called <A 
      href="screenbench.zip">ScreenBench</A>. 
      ScreenBench blits a screen-wide image in several display modes, using 
      several blitting techniques, and shows the resulting framerates. I 
      encourage you to download and try ScreenBench on your computer - I'd be 
      very interested in anyone sending me what numbers they get on their 
      machine, so I can compile a database of sorts.
      
<P>My system is a Cyrix P166+, with 64 megs RAM and a 2 meg Matrox 
      Millenium I. The monitor's refresh rate is 85 Hertz; the bus speed is 33 
      Mhz. The rest of the system specs don't really matter for this test. As 
      you can see, my equipment is somewhat dated; however, Pentium 166's are 
      the highest minimum specs I've seen for a 2D game yet, and it's asking a 
      lot. Any game should try to include at least the P166 in the minimum 
      specs, otherwise you will be cutting yourself from a very important share 
      of the market. We'll get back to this later.
      
<P>So, let's look at the first results we get with ScreenBench.</P>

<TABLE border=1 borderColorDark=#808080 borderColorLight=#c0c0c0 width="95%">
        <TBODY>
        <TR>
          <TD colSpan=4>
            <P align=center><FONT size=4><STRONG>Raw DirectDraw Hardware 
            Blitting Performance, without flipping</STRONG></FONT></P></TD></TR>
        <TR>
          <TD>&nbsp;</TD>
          <TD>
            <P align=center>640x480</P></TD>
          <TD>
            <P align=center>800x600</P></TD>
          <TD>
            <P align=center>1024x768</P></TD></TR>
        <TR>
          <TD><STRONG>8-bit color</STRONG></TD>
          <TD>
            <P align=center>371.0</P></TD>
          <TD>
            <P align=center>208.9</P></TD>
          <TD>
            <P align=center>137.8</P></TD></TR>
        <TR>
          <TD><STRONG>16-bit color</STRONG></TD>
          <TD>
            <P align=center>185.1</P></TD>
          <TD>
            <P align=center>110.9</P></TD>
          <TD>
            <P align=center>*</P></TD></TR>
        <TR>
          <TD><STRONG>24-bit color</STRONG></TD>
          <TD>
            <P align=center>121.1</P></TD>
          <TD>
            <P align=center>*</P></TD>
          <TD>
            <P align=center>*</P></TD></TR>
        <TR>
          <TD><STRONG>32-bit color</STRONG></TD>
          <TD>
            <P align=center>*</P></TD>
          <TD>
            <P align=center>*</P></TD>
          <TD>
            <P align=center>*</P></TD></TR></TBODY>
</TABLE>
            
<P>* there was not enough video memory on a 2 meg video card to do this operation

<P>Well, these numbers look pretty amazing, to say the least. 371.0, for 
      640x480x8, is more than 10 times what you get on television; it's more 
      than the eye can perceive. The good news is, if your player has a solid 
      video card with plenty of video RAM, you could get away with a great 
      performance, in any screen resolution. The bad news is, your player may 
      only have 2, or 4 megs of video RAM. In fact, 2 megs video cards are 
      still being produced today. So, on a 2 megs or 4 megs videocard, 
      these numbers are just fantasy : most of your game graphics won't fit in 
      the video memory, and most of your blits will be software-based, not 
      hardware-based. This is why ScreenBench didn't do the tests in many 
      resolutions : there was not enough video memory to fit 2 screenfuls of 
      data in the video card at the same time.
      
<P>The time will come when there's plenty of video RAM on all video cards 
      for you to put most of your game's data on. But right now, the trend of 
      video cards with little video memory is still here (after all, the average 
      user has absolutely no use for video memory apart for games).

<P>Note that there hasn't been any significant breakthrough on 2D blitting 
      for a while now (after all, it,s just moving data around), so I think 
      almost everyone one should have similar numbers for the previous table, 
      regardless if they have the latest Vodoo cards or the original Matrox 
      Millenium I.

<P>That being said, let's quit Fantasy Land and get some more 
      down-to-earth numbers.</p>

<TABLE border=1 borderColor=#ffffff borderColorDark=#808080 borderColorLight=#c0c0c0 width="95%">
        <TBODY>
        <TR>
          <TD colSpan=4>
            <P align=center><FONT size=4><STRONG>Raw DirectDraw Software 
            Blitting Performance, without flipping</STRONG></FONT></P></TD></TR>
        <TR>
          <TD>&nbsp;</TD>
          <TD>
            <P align=center><STRONG>640x480</P></TD>
          <TD>
            <P align=center><STRONG>800x600</P></TD>
          <TD>
            <P align=center><STRONG>1024x768</P></TD></TR>
        <TR>
          <TD><STRONG>8-bit color</STRONG></TD>
          <TD>
            <P align=center>125.7</P></TD>
          <TD>
            <P align=center>79.5</P></TD>
          <TD>
            <P align=center>50.2</P></TD></TR>
        <TR>
          <TD><STRONG>16-bit color</STRONG></TD>
          <TD>
            <P align=center>62.6</P></TD>
          <TD>
            <P align=center>40.4</P></TD>
          <TD>
            <P align=center>25.2</P></TD></TR>
        <TR>
          <TD><STRONG>24-bit color</STRONG></TD>
          <TD>
            <P align=center>40.5</P></TD>
          <TD>
            <P align=center>26.5</P></TD>
          <TD>
            <P align=center>*</P></TD></TR>
        <TR>
          <TD><STRONG>32-bit color</STRONG></TD>
          <TD>
            <P align=center>30.1</P></TD>
          <TD>
            <P align=center>19.7</P></TD>
          <TD>
            <P align=center>*</P></TD></TR></TBODY>
</TABLE>

<P>* This video mode is not available on 2 meg video cards
      
<P>Ouch. Now that's a reality check. The software blit is almost 3 times 
      slower than our hardware blit!
      
<P>This table is here you may see the most difference between systems. 
      Again, the video card doesn't matter much here : it's the CPU and mostly 
      the bus speed that matters, so if you have some one of the newer 100mhz 
      bus systems, your numbers should be much, much better. AGP or PCI won't 
      matter much either I believe.

<P>But these are the numbers you should expect from a P166, our minimum 
      spec system. Those numbers aren't half bad, after all - 8-bit ad 16-bit 
      speeds are excellent, and 24-bit is even attainable, providing your game 
      doesn't have serious performance bugs.

<P>Alas, even these numbers are still not close enough to reality. All 
      games today implement page flipping, providing cleaner pictures and 
      responsive. Unfortunately, flipping is a great performance killer. See 
      below...</p>

<TABLE border=1 borderColor=#ffffff borderColorDark=#808080 borderColorLight=#c0c0c0 width="95%">
        <TBODY>
        <TR>
          <TD colSpan=4>
            <P align=center><FONT size=4><STRONG>Raw DirectDraw Software 
            Blitting Performance, with flipping (double 
            buffering)</STRONG></FONT></P></TD></TR>
        <TR>
          <TD>&nbsp;</TD>
          <TD>
            <P align=center><STRONG>640x480</P></TD>
          <TD>
            <P align=center><STRONG>800x600</P></TD>
          <TD>
            <P align=center><STRONG>1024x768</P></TD></TR>
        <TR>
          <TD><STRONG>8-bit color</STRONG></TD>
          <TD>
            <P align=center>75.0</P></TD>
          <TD>
            <P align=center>75.0</P></TD>
          <TD>
            <P align=center>37.5</P></TD></TR>
        <TR>
          <TD><STRONG>16-bit color</STRONG></TD>
          <TD>
            <P align=center>37.5</P></TD>
          <TD>
            <P align=center>37.5</P></TD>
          <TD>
            <P align=center>9.1</P></TD></TR>

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