fullscreen support for games

Glynn Clements glynn at gclements.plus.com
Thu Oct 27 08:20:31 PDT 2005


Nicolas Mailhot wrote:

> >> switching to 16bpp for a long time (gamers are less sensitive to colour
> >> depth loss than to resolution loss, so lowering colour depth is a handy
> >> trick when you're overloading the system with other stuff)
> >
> > Only old cards are framebuffer bandwidth limited. You cannot gain much
> > bandwidth, if 4 or more textures (+ zBuffer) are used per pixel. The
> > question will rise again, though, when it comes to HDR rendering (64 or
> > 128 bits per pixel). However, currently these depths are not supported
> > by X anyway AFAIK.
> 
> 16bpp-only games do not exist solely for hardware reasons. A 16bpp game
> means all the artwork only needs to be 16bpp which is appealing to lots of
> software houses.

You're confusing texture depth with framebuffer depth. The two don't
have to be the same.

-- 
Glynn Clements <glynn at gclements.plus.com>



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