![]() 8/7 seems to be more common, while 7/6 gives an perfect 4:3 output, since 8:7 (screen aspect ratio) * 7/6 (pixel aspect ratio) = 4/3 (actual aspect ratio), while 8:7 (screen aspect ratio) * 8/7 (pixel aspect ratio) = 64:49 (more like 4.0000:3.0625). Use the above reference table for clarification.Īll values consider the NTSC signal as reference. PAL equivalence calculations are not yet available. Since OAM sprite width is 9-bit wide, allowing values between -256 to +255, the internal range is adjusted in a manner the negative range also wraps positively. You can assume the values to range between -128 and +384, which are mapped that way: if unsigned position is greater than or equal to 384, subtract 512 from it. Sprites that already knows how to handle the left screen boundary (position -1 to -16) can be easily adapted to work with the widescreen range. #WIDESCREEN RESOLUTION CALCULATOR HOW TO# Otherwise, it's recommended to port the relative screen position to use 16-bit values. If you take the windowing calculations based from this perspective, windowing HDMA will work regardless of the aspect ratio being currently used (16:9, 21:9, etc.) In addition, it doesn't break other emulators, since the additional visible area is implicitly invisible on the SNES hardware specification.Īssume that the windowing internal size is 512 lines long instead of 256 lines long. Given that a window is between 00:FF, this means that 00 would be -128 in equivalent absolute position, 80 would be +128 and FF would be +383.Viewing angle: Based on the inputs, this is the viewing angle or arc for your set up. Maximum recommended viewing distance: Suggests a viewing distance of three to six screen widths for video. This corresponds to the point at which most people will begin having trouble picking out details and reading the screen. Probably too far away to be effective for home theater, OK for everyday TV viewing. Most people are comfortable watching TV between this distance and half this distance. Maximum SMPTE recommended viewing distance: SMPTE standard EG-18-1994 recommends a minimum viewing angle of 30 degrees for movie theaters. This seems to be becoming a de facto standard for front projection home theaters also. Viewing from this distance or closer will result in a more immersive experience, and also lessen eye strain caused by watching a smaller image in a dark room. Maximum and Recommended THX viewing distances: THX also publishes standards for movie theaters to adhere to for THX certification. THX requires that the back row of seats in a theater have at least a 26 degree viewing angle and recommends a 36 degree viewing angle. #WIDESCREEN RESOLUTION CALCULATOR MOVIE#.#WIDESCREEN RESOLUTION CALCULATOR HOW TO#.This value can change depending on what modulation scheme is used, if any. This is for a bare, unmodulated bit stream. This text may use bandwidth as a constraint in example problems, but will not discuss it in any depth beyond this simple section.īandwidth is related to the bit rate as follows: For more information about bandwidth, see Signals and Systems or Communication Systems. This isn't directly related to the topic at hand, but is included for completeness. Where r is measured in units of bits/second, T is measured in seconds, and n is measured in bits.īandwidth, denoted with a W, is the frequency range needed to transmit an analog or digital signal. The resolution, n, is related to the number of steps, m, by the following formula:Ģ n = m In general, the more bits of resolution, the better (more faithful) the digital signal will be to the original. This means that there are 2 12 possible digital values that each sample can be converted to. For instance, a 12-bit sampler will output 12 bits of data for every sample. ![]() The resolution of a sampler is the number of bits that are used to represent each signal.
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