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Upgrading to better resolution - Page 4

post #31 of 38
both monitors have the same width. I could care less about a tiny bit more height in a game, that doesn't actually help me at all. So in the end all it'd be doing for me is increasing the work load on what ever gpu I had. No thanks for no gaming advantage.
     
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post #32 of 38
Quote:
Originally Posted by ChIck3n View Post
This I don't understand. 1920x1080 (16:9) is the same width as 1920x1200 (16:10), but not as tall. How can they have different widths in game? I would think they would be equal in width, but the 16:10 would have more vertical space. This image almost looks like a 1920x1080 being compared to a 1680x1050. Correct aspect ratios but different resolutions.
They actually aren't the same width. They're both xx inch monitors, so one can't have a bigger diameter than the other (which 16:10 would if it was the same width, but taller). 16:10 is narrower and taller.
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post #33 of 38
Quote:
Originally Posted by ChIck3n View Post
This I don't understand. 1920x1080 (16:9) is the same width as 1920x1200 (16:10), but not as tall. How can they have different widths in game? I would think they would be equal in width, but the 16:10 would have more vertical space. This image almost looks like a 1920x1080 being compared to a 1680x1050. Correct aspect ratios but different resolutions.
Games draw what you are going to see along the vertical height first, then fill out the horizontal. Whatever ratio you use the vertical view will always be the same. Thats why the heights are the same in that vid. So even though the 1920x1200 has more pixels than the 1920x1080 you will see the same information vertically. The 1920x1200 will have slightly more detail with slightly less FOV. So if you like spoting people far away in FPS games you could see them a tiny bit better on a 1920x1200. The difference is so small that it doesn't really matter.
Edited by Draygonn - 6/18/11 at 8:01pm
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post #34 of 38
Quote:
Originally Posted by ChIck3n View Post
Alright, I have had this 1680x1050 monitor for years, and now want to get a higher resolution monitor. I'm thinking of one around 24", as I want something a bit bigger but also don't want to haul a massive one up to my dorm (already have a 100" projector anyway).

My main question regards resolution. I am debating between 1920x1200 and 1920x1080. I am leaning towards the 1920x1200 because it gives me more screen to work with, but there are so many more 1920x1080 it makes me wonder if I am missing something. The only thing I have found are the black bars in movies, but I don't really care about that and watch all my movies on my 1080p projector anyway. It will be my primary display for web browsing and gaming.

Of the small selection I found, this one looked decent: http://www.newegg.com/Product/Produc...82E16824001409
I don't want to go much higher than that pricewise. Oddly enough the lowest priced one is a 27.5". I am open to suggestions, especially if you have owned a similar monitor. Thanks for any help!
Buy a monitor that your gpu can power.

Quote:
Originally Posted by Draygonn View Post
Games draw what you are going to see along the vertical height first, then fill out the horizontal. Whatever ratio you use the vertical view will always be the same. Thats why the heights are the same in that vid. So even though the 1920x1200 has more pixels than the 1920x1080 you will see the same information vertically. The 1920x1200 will have slightly more detail with slightly less FOV. So if you like spoting people far away in FPS games you could see them a tiny bit better on a 1920x1200. The difference is so small that it doesn't really matter.
the pixel pitch of a TFT is related to the distance between pixels. This value is fixed and the same for all TFT’s which are the same size. This is because a 17” TFT for instance will always be the same 17” viewable area, and will always have the same number of pixels (1280 x 1024). Pixel pitch is normally listed in the manufacturers specifcation. Generally you need to consider that the 'tighter' the pixel pitch, the smaller the text will be, and potentially the sharper the image will be. To be honest, monitors are produced with a sensible resolution for their size and so even the largest pixel pitches return a sharp images and a reasonable text size. Some people do still prefer the larger-resolution-crammed-into-smaller-screen option though, giving a smaller pixel pitch and smaller text. It's down to choice and ultimately eye-sight. heres a calculator to work it out
http://thirdculture.com/joel/shumi/c...e/ppicalc.html
Edited by Spooony - 6/18/11 at 8:29pm
post #35 of 38
Thread Starter 
Quote:
Originally Posted by B!0HaZard View Post
They actually aren't the same width. They're both xx inch monitors, so one can't have a bigger diameter than the other (which 16:10 would if it was the same width, but taller). 16:10 is narrower and taller.
I'm not talking about physical width, but pixel width. They both are the same number of pixels wide, which is what the game cares about.

Quote:
Originally Posted by Draygonn View Post
Games draw what you are going to see along the vertical height first, then fill out the horizontal. Whatever ratio you use the vertical view will always be the same. Thats why the heights are the same in that vid. So even though the 1920x1200 has more pixels than the 1920x1080 you will see the same information vertically. The 1920x1200 will have slightly more detail with slightly less FOV. So if you like spoting people far away in FPS games you could see them a tiny bit better on a 1920x1200. The difference is so small that it doesn't really matter.
Ah, ok. That kinda makes sense. Just seems like it would be more logical to show the same width and more height if you just add more pixels though.
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post #36 of 38
Quote:
Originally Posted by ChIck3n View Post
Ah, ok. That kinda makes sense. Just seems like it would be more logical to show the same width and more height if you just add more pixels though.
It varies by game. Check the list at:

http://www.widescreengamingforum.com...ial_Games_List

It'll tell you whether the games increase the horizontal (HOR+), decrease the vertical (VERT-), or use some other method.
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post #37 of 38
Quote:
Originally Posted by ChIck3n View Post
I'm not talking about physical width, but pixel width. They both are the same number of pixels wide, which is what the game cares about.



Ah, ok. That kinda makes sense. Just seems like it would be more logical to show the same width and more height if you just add more pixels though.
With 16:10 and 16:9 ratios, the latter generally is used more for multimedia screens and in the LCD TV market. Widescreen is obviously more useful when it comes to multimedia and movie use.

Quote:
Originally Posted by C-bro View Post
It varies by game. Check the list at:

http://www.widescreengamingforum.com...ial_Games_List

It'll tell you whether the games increase the horizontal (HOR+), decrease the vertical (VERT-), or use some other method.
HD content is based purely on the resolution of the source and is defined by the vertical number of pixels in the resolution. i.e. a 720 HD source has 720 vertical pixels in it's resolution and a 1080 will have 1080.
Edited by Spooony - 6/18/11 at 8:43pm
post #38 of 38
Quote:
Originally Posted by ChIck3n View Post
Ah, ok. That kinda makes sense. Just seems like it would be more logical to show the same width and more height if you just add more pixels though.
TBH, thats what I thought at first too. Probably because the step up from 1920x1080 to 1920x1200 is only vertical.
Quote:
Originally Posted by C-bro View Post
It varies by game. Check the list at:

http://www.widescreengamingforum.com...ial_Games_List

It'll tell you whether the games increase the horizontal (HOR+), decrease the vertical (VERT-), or use some other method.
Ok, some games do it in a different fashion. I learned something today. Here is their clearer description of Hor+ games:

"Hor +, or horizontal plus, refers to a behavior specific to certain games that support both 4:3 resolutions and widescreen resolutions. A hor + game is a game that when played on a widescreen monitor with a widescreen resolution, expands the horizontal component of the FOV while keeping the vertical component roughly or exactly the same. This is often considered the ideal solution for widescreen games, as it grants widescreen users a wider picture. "
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