On 3/17/06, Dieter <[EMAIL PROTECTED]> wrote:

> > Is this ideal?  No.  But if you know the math, you can make it work.
>
> I'm not referring to getting the precise color desired.
> I'm referring to tricking the human eye with temporal modulation.
> Some people are bothered by fluorescent lights.  Some people
> (probably the same ones) are bothered by CRTs with the refresh too slow.
> Some people (probably the same ones) are bothered by attempts to get
> extra color depth with temporal modulation.
>

And this is probably why it wasn't noticable on the LCD monitor.  Its
rise and fall times are poor.  The thing is, this flicker is over a
very small luminance range.  Can you tell if a pixel is flickering
between level 120 and 121?

Frankly, I would prefer that OGA used a 10-bit DAC, and it's a shame
that we can't test it here.  But what can we do?

Perhaps we'll have to wait for the next generation product before we
can do these things.  Only then will we be trying to get good game
performance anyhow, where things like gamma 1 matter, requiring more
bits per channel.
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