Direct3D, 800x600, can I make an assumption

Blitz3D Forums/Blitz3D Programming/Direct3D, 800x600, can I make an assumption

Rob Pearmain(Posted 2003) [#1]
That all users these days can support 800x600x32 in full screen as a minimum requirement?


Ross C(Posted 2003) [#2]
Yeah, i pretty much think ALOT of pc's can do that. Might wanna stick in a 16 bit mode tho, for people with other graphics cards in regards to speed. :)


Rob Farley(Posted 2003) [#3]
The graphics card in my work PC can't do 32 bit at all... And it's a brand spangly off-the-shelf 2.6ghz computer... It's got a blue light on the top too... bit like a police car.


FlameDuck(Posted 2003) [#4]
That all users these days can support 800x600x32 in full screen as a minimum requirement?
No. Mine only does 1024x768 (or 768x1024) in fullscreen. It doesn't matter much tho' as games written in Blitz3D won't even start.


Rob Pearmain(Posted 2003) [#5]
Thanks everyone,

800x600x16 sounds like the target


Michael Reitzenstein(Posted 2003) [#6]
640x480 is by far the most compatible. Also, many graphics cards will probably be barely be able to keep up in 640x480, let alone 800x600.


Gabriel(Posted 2003) [#7]
Yeah, I tend to agree with Michael. You can assume that 800x600 will be supported. But unless you've got some very leet skills and your game is very low on fillrate, you can't assume that it will play smoothly on every machine at 800x600. You might think that 30fps is perfectly acceptable, but if the person buying your game likes higher frame rates ( even if the visible effect is very small ) and he can't lower the res to get them, you might lose a customer.


Rob Pearmain(Posted 2003) [#8]
Hmmm, thanks. Lot's to think about


joncom2000(Posted 2003) [#9]
Could you not allow the user to select res and bitdepth? Then you have as many bases covered as you possibly can :)


RFBcsa(Posted 2003) [#10]
I recommend 640x480 or 800x600 16bit if you want to keep things compatible, even with old GFXcards. If possible, you should make you program able to switch between modes if the user wants that.


Shambler(Posted 2003) [#11]
If you are going to set any mode at the start it should be 640*480*16.

Much better to call a function at the start which checks what modes are available, setting one of those and then allowing the user to override it.

Maybe have an .ini file for your app so you can tell if this is the first time your app has run and if not what resolution ( user selected ) your app ran in last.


Rob(Posted 2003) [#12]
800x600 bands on my monitor believe it or not. The geometry curves and squashes to the side so I prefer either above or below it.

640x480 has always been the standard basic start size.


John Blackledge(Posted 2003) [#13]
Rob,
I've settled on 800x600 else I don't get the detail I need.
But I do give the user (internally) the choice of 16-bit and 32-bit (default), also Terrain Detail, Terrain Lighting, View distance etc.


Hansie(Posted 2003) [#14]
For everything I "do" I assume a minimum requirement of 800x600x16. Seriously everyone, within the next 6 months or so, the majority of PC's will support this as minimum. Just like websites, some people still develop for 640x480 - including myself. But recent surveys I have heard about (not seen myself) prove that users wants 800x600 at least, preferably 1024x768. And yes, I am fully aware that games development is much different than webdevelopment ;-)


*(Posted 2003) [#15]
Rob: dont make that assumption for gawd sake, I did that with Hunted and boy did I get a lot of emails from people with voodoo cards. If you support 16 bit mode it should be ok :)


FlameDuck(Posted 2003) [#16]
Once again, I maintain that the *lowest* possible resolution I can use in fullscreen is 1024x768.


Mustang(Posted 2003) [#17]
Remember also the existing & coming LCD & TFT monitors; these can have quite strange resolutions and they do NOT look good if you scale the pixels (up or down, does not matter)...