Graphics display resolution

The graphics display resolution is the width and height dimension of an electronic visual display device, such as a computer monitor, in pixels. Certain combinations of width and height are standardized (e.g. by VESA) and typically given a name and an initialism that is descriptive of its dimensions. A higher display resolution in a display of the same size means that displayed photo or video content appears sharper, and pixel art appears smaller.
Aspect ratio.
The favored aspect ratio of mass market display industry products has changed gradually from 4:3, then to 16:10, then to 16:9, and is now changing to 18:9 for phones. The 4:3 aspect ratio generally reflects older products, especially the era of the cathode ray tube (CRT). The 16:10 aspect ratio had its largest use in the 1995–2010 period, and the 16:9 aspect ratio tends to reflect post-2010 mass market computer monitor, laptop, and entertainment products displays. On CRTs there was often a difference between the aspect ratio of the computer resolution and the aspect ratio of the display causing non-square pixels (e.g. or on a 4:3 display).
The 4:3 aspect ratio was common in older television cathode ray tube (CRT) displays, which were not easily adaptable to a wider aspect ratio. When good quality alternate technologies (i.e., liquid crystal displays (LCDs) and plasma displays) became more available and less costly, around the year 2000, the common computer displays and entertainment products moved to a wider aspect ratio, first to the 16:10 ratio. The 16:10 ratio allowed some compromise between showing older 4:3 aspect ratio broadcast TV shows, but also allowing better viewing of widescreen movies. However, around the year 2005, home entertainment displays (i.e., TV sets) gradually moved from 16:10 to the 16:9 aspect ratio, for further improvement of viewing widescreen movies. By about 2007, virtually all mass market entertainment displays were 16:9. In 2011, (Full HD, the native resolution of Blu-ray) was the favored resolution in the most heavily marketed entertainment market displays. The next standard, (4K UHD), was first sold in 2013.
Also in 2013, displays with (aspect ratio 64:27 or 2., however commonly referred to as "21:9" for easy comparison with 16:9) appeared, which closely approximate the common CinemaScope movie standard aspect ratio of 2.35–2.40. In 2014, "21:9" screens with pixel dimensions of (actual aspect ratio 43:18 or 2.3) became available as well.
The computer display industry maintained the 16:10 aspect ratio longer than the entertainment industry, but in the 2005–2010 period, computers were increasingly marketed as dual use products, with uses in the traditional computer applications, but also as means of viewing entertainment content. In this time frame, with the notable exception of Apple, almost all desktop, laptop, and display manufacturers gradually moved to promoting only 16:9 aspect ratio displays. By 2011, the 16:10 aspect ratio had virtually disappeared from the Windows laptop display market (although Mac laptops are still mostly 16:10, including the 15" Retina MacBook Pro and the 13" Retina MacBook Pro). One consequence of this transition was that the highest available resolutions moved generally downward (i.e., the move from laptop displays to displays).
High-definition.
All standard HD resolutions share a aspect ratio, although some derived resolutions with smaller or larger ratios also exist. Most of the narrower resolutions are only used for storing, not for displaying videos.
(nHD).
nHD is a display resolution of pixels, which is exactly one ninth of a Full HD (1080p) frame and one quarter of a HD (720p) frame. Pixel doubling (vertically and horizontally) nHD frames will form one 720p frame and pixel tripling nHD frames will form one 1080p frame.
One drawback of this resolution regarding encoding is that the number of lines is not an even multiple of 16, which is a common macroblock size for video codecs. Video frames encoded with 16×16 pixel macroblocks would be padded to and the added pixels would be cropped away at playback. H.264 codecs have this padding and cropping ability built-in as standard. The same is true for qHD and 1080p but the relative amount of padding is more for lower resolutions such as nHD.
To avoid storing the eight lines of padded pixels, some people prefer to encode video at , which only has one stored padded line. When such video streams are either encoded from HD frames or played back on HD displays in full screen mode (either 720p or 1080p) they are scaled by non-integer scale factors. True nHD frames on the other hand has integer scale factors, for example Nokia 808 PureView with nHD display.
(qHD).
qHD is a display resolution of pixels, which is exactly one quarter of a Full HD (1080p) frame, in a 16:9 aspect ratio.
One of the few tabletop TVs to use this as its native resolution was the Sony XEL-1. Similar to DVGA, this resolution became popular for high-end smartphone displays in early 2011. Mobile phones including the Jolla, Sony Xperia C, HTC Sensation, Motorola Droid RAZR, LG Optimus L9, Microsoft Lumia 535 and Samsung Galaxy S4 Mini have displays with the qHD resolution, as does the PlayStation Vita portable game system.
(HD).
The HD resolution of pixels stems from high-definition television (HDTV), where it originally used 50 or 60 frames per second. With its 16:9 aspect ratio it is exactly 2 times the width and 1 times the height of 4:3 VGA, which shares its aspect ratio and 480 line count with NTSC. HD therefore has exactly 3 times as many pixels as VGA, i.e. almost 1 megapixel.
This resolution is often referred to as 720p, although the "p" (which stands for progressive scan and is important for transmission formats) is irrelevant for labeling digital display resolutions. When distinguishing from , the pair has sometimes been labeled HD1 or HD-1 and HD2 or HD-2, respectively.
In the mid 2000s, when the digital HD technology and standard debuted on the market, this type of resolution was often referred to by the branded name HD ready or HDr for short, which had specified it as a minimum resolution for devices to qualify for the certification. However, few screens have been built that actually use this resolution natively. Most employ 16:9 panels with 768 lines instead (WXGA), which resulted in odd numbers of pixels per line, i.e. 1365 are rounded to 1360, 1364, 1366 or even 1376, the next multiple of 16.
 is the resolution of Panasonic's DVCPRO HD Format, as well as DV Camcorders using this format, and their TFT LCD screens. It has an aspect ratio of 32:27 (1.:1), an approximate of Movietone Cameras of 1930's. In 2007, Hitachi released a few 42" and 50" television models at this resolution.
(HD+).
The HD+ (HD Plus) resolution of pixels in a 16:9 aspect ratio is often referred to as 900p.
(FHD).
FHD (Full HD) is the resolution used by the 1080p and 1080i HDTV video formats. It has a 16:9 aspect ratio and 2,073,600 total pixels, i.e. very close to 2 megapixels, and is exactly 50% larger than 720p HD () in each dimension for a total of 2.25 times as many pixels. When using interlacing, the uncompressed bandwidth requirements are similar to those of 720p at the same field rate (a 12.5% increase, as one field of 1080i video is 1,036,800 pixels, and one frame of 720p video is 921,600 pixels). Although the number of pixels is the same for 1080p and 1080i, the effective resolution is somewhat lower for the interlaced format, as it is necessary to use some vertical low-pass filtering to reduce temporal artifacts such as interline twitter.
(DCI 2K).
DCI 2K is a standardized format established by the Digital Cinema Initiatives consortium in 2005 for 2K video projection. This format has a resolution of (2.2 megapixels) with an aspect ratio of 256:135 (1.8:1). This is the native resolution for DCI-compliant 2K digital projectors and displays.
 is a resolution used by many smartphones since 2018. It has an aspect ratio of 18:9, matching that of the Univisium film format.

This resolution is equivalent to a Full HD () extended in width by 33%, with an aspect ratio of (2.37:1, or 21.3:9). It is sometimes referred to as "1080p ultrawide" or "UW-FHD" (ultrawide FHD). Monitors at this resolution usually contain built in firmware to divide the screen into two screens.
(QHD, WQHD).

QHD (Quad HD), WQHD (Wide Quad HD), or 1440p, is a display resolution of pixels in a 16:9 aspect ratio. The name QHD reflects the fact that it has four times as many pixels as HD (720p). It is also commonly called WQHD, to emphasize it being a wide resolution, although that is technically unnecessary, since the HD resolutions are all wide. One advantage of using "WQHD" is avoiding confusion with qHD with a small q ().
This resolution was under consideration by the ATSC in the late 1980s to become the standard HDTV format, because it is exactly 4 times the width and 3 times the height of VGA, which has the same number of lines as NTSC signals at the SDTV 4:3 aspect ratio. Pragmatic technical constraints made them choose the now well-known 16:9 formats with twice (HD) and thrice (FHD) the VGA width instead.

In October 2006, Chi Mei Optoelectronics (CMO) announced a 47-inch 1440p LCD panel to be released in Q2 2007; the panel was planned to finally debut at FPD International 2008 in a form of autostereoscopic 3D display. As of the end of 2013, monitors with this resolution were becoming more common.
The Apple Thunderbolt Display, a 27-inch monitor sold from July 2011 to June 2016 had a native resolution of 2560 × 1440, as did its predecessor the 27-inch Apple LED Cinema Display.
The resolution is also used in portable devices. In September 2012, Samsung announced the Series 9 WQHD laptop with a 13-inch display. In August 2013, LG announced a 5.5-inch QHD smartphone display, which was used in the LG G3. In October 2013 Vivo announced a smartphone with a display.
Other phone manufacturers followed in 2014, such as Samsung with the Galaxy Note 4, and Google and Motorola with the Nexus 6 smartphone. By the mid 2010s, it was a common resolution among flagship phones such as the HTC 10, the Lumia 950, and the Galaxy S6 and S7.
(QHD+).
This resolution has a 16:9 aspect ratio, and is exactly four times as many pixels as the HD+ resolution. It has been referred to as WQXGA+, QHD and QHD+ by various different companies.

This resolution is equivalent to QHD () extended in width by 34%, giving it an aspect ratio of 43:18 (2.3:1, or 21.5:9; commonly marketed as simply "21:9"). The first monitor to support this resolution was the 34-inch LG 34UM95-P. LG uses the term UW-QHD to describe this resolution. This monitor was first released in Germany in late December 2013, before being officially announced at CES 2014.
The first products announced to use this resolution were the 2013 HP Envy 14 TouchSmart Ultrabook and the 13.3-inch Samsung Ativ Q.
This resolution is equivalent to two Full HD () displays side by side, or one vertical half of a 4K UHD () display. It has an aspect ratio of 32:9 (3.:1), close to the 3.6:1 ratio of . Samsung monitors at this resolution contain built in firmware to divide the screen into two screens, or one and one screen.

This resolution has a 12:5 aspect ratio (2.4:1, or 21.6:9; commonly marketed as simply "21:9"). It is equivalent to WQXGA () extended in width by 50%, or 4K UHD () reduced in height by 26%. This resolution is commonly encountered in cinematic 4K content that has been cropped vertically to a widescreen 2.4:1 aspect ratio. The first monitor to support this resolution was the 37.5-inch LG 38UC99-W. Other vendors followed, with Dell U3818DW, HP Z38c, and Acer XR382CQK. This resolution is referred to as UW4K, WQHD+, UWQHD+, or QHD+, though no single name is agreed upon.
(4K UHD).
This resolution, sometimes referred to as 4K UHD or 4K2K, has a 16:9 aspect ratio and 8,294,400 pixels. It is double the size of Full HD () in both dimensions for a total of four times as many pixels, and triple the size of HD () in both dimensions for a total of nine times as many pixels. It is the lowest common multiple of the HDTV resolutions.
 was chosen as the resolution of the UHDTV1 format defined in SMPTE ST 2036-1, as well as the 4K UHDTV system defined in ITU-R BT.2020 and the UHD-1 broadcast standard from DVB. It is also the minimum resolution requirement for CEA's definition of an Ultra HD display. Prior to the publication of these standards, it was sometimes casually referred to as QFHD (Quad Full HD).
The first commercial displays capable of this resolution include an 82-inch LCD TV revealed by Samsung in early 2008, the Sony SRM-L560, a 56-inch LCD reference monitor announced in October 2009, an 84-inch display demonstrated by LG in mid-2010, and a 27.84-inch 158PPI 4K IPS monitor for medical purposes launched by Innolux in November 2010. In October 2011 Toshiba announced the REGZA 55x3, which is claimed to be the first 4K glasses-free 3D TV.
DisplayPort supports at 30Hz in version 1.1, and added support for up to 75Hz in version 1.2 (2009) and 120Hz in version 1.3 (2014), while HDMI added support for at 30Hz in version 1.4 (2009) and 60Hz in version 2.0 (2013).
When support for 4K at 60Hz was added in DisplayPort 1.2, no DisplayPort timing controllers (TCONs) existed which were capable of processing the necessary amount of data from a single video stream. As a result, the first 4K monitors from 2013 and early 2014, such as the Sharp PN-K321, Asus PQ321Q, and Dell UP2414Q and UP3214Q, were addressed internally as two monitors side by side instead of a single display and made use of DisplayPort's Multi-Stream Transport (MST) feature to multiplex a separate signal for each half over the connection, splitting the data between two timing controllers. Newer timing controllers became available in 2014, and after mid-2014 new 4K monitors such as the Asus PB287Q no longer rely on MST tiling technique to achieve 4K at 60Hz, instead using the standard SST (Single-Stream Transport) approach.
In 2015, Sony announced the Xperia Z5 Premium, the first smartphone with a 4K display, and in 2017 Sony announced the Xperia XZ Premium, the first smartphone with a 4K HDR display.
(DCI 4K).
, referred to as DCI 4K, Cinema 4K or 4K2K, is the resolution used by the 4K container format defined by the Digital Cinema Initiatives Digital Cinema System Specification, a prominent standard in the cinema industry. This resolution has an aspect ratio of 256:135 (1.8:1), and 8,847,360 total pixels. This is the native resolution for DCI 4K digital projectors and displays.
HDMI added support for at 24Hz in version 1.4 and 60Hz in version 2.0.

This resolution is equivalent to 4K UHD () extended in width by 33%, giving it a 64:27 aspect ratio (2. or 21.:9, commonly marketed as simply "21:9") and 11,059,200 total pixels. It is exactly double the size of in both dimensions, for a total of four times as many pixels. The first displays to support this resolution were 105-inch televisions, the LG 105UC9 and the Samsung UN105S9W. In December 2017, LG announced a 34-inch monitor, the 34WK95U, and in January 2021 the 40-inch 40WP95C. LG refers to this resolution as 5K2K WUHD.
(5K).
This resolution, commonly referred to as 5K or , has a 16:9 aspect ratio and 14,745,600 pixels. Although it is not established by any of the UHDTV standards, some manufacturers such as Dell have referred to it as UHD+. It is exactly double the pixel count of QHD () in both dimensions for a total of four times as many pixels, and is 33% larger than 4K UHD () in both dimensions for a total of 1. times as many pixels. The line count of 2880 is also the least common multiple of 480 and 576, the scanline count of NTSC and PAL, respectively. Such a resolution can vertically scale SD content to fit by natural numbers (6 for NTSC and 5 for PAL). Horizontal scaling of SD is always fractional (non-anamorphic: 5.33...5.47, anamorphic: 7.11...7.29).
The first display with this resolution was the Dell UltraSharp UP2715K, announced on September 5, 2014. On October 16, 2014, Apple announced the iMac with Retina 5K display.
DisplayPort version 1.3 added support for 5K at 60Hz over a single cable, whereas DisplayPort1.2 was only capable of 5K at 30Hz. Early 5K 60Hz displays such as the Dell UltraSharp UP2715K and HP DreamColor Z27q that lacked DisplayPort1.3 support required two DisplayPort1.2 connections to operate at 60Hz, in a tiled display mode similar to early 4K displays using DP MST.
Other resolution with the same 5120-pixel width, which is the lowest common multiple of popular 1024 and 1280, but a different aspect ratio have also been called "5K" and some nominal 5K resolutions are just 4800 pixels wide, which is the lowest common multiple of 960 and 800.
(8K UHD).
This resolution, sometimes referred to as 8K UHD, has a 16:9 aspect ratio and 33,177,600 pixels. It is exactly double the size of 4K UHD () in each dimension for a total of four times as many pixels, and Quadruple the size of Full HD () in each dimension for a total of sixteen times as many pixels. was chosen as the resolution of the UHDTV2 format defined in SMPTE ST 2036-1, as well as the 8K UHDTV system defined in ITU-R BT.2020 and the UHD-2 broadcast standard from DVB.
DisplayPort1.3, finalized by VESA in late 2014, added support for at 30Hz (or 60Hz with 4:2:0 subsampling). VESA's Display Stream Compression (DSC), which was part of early DisplayPort1.3 drafts and would have enabled 8K at 60Hz without subsampling, was cut from the specification prior to publication of the final draft.
DSC support was reintroduced with the publication of DisplayPort1.4 in March 2016. Using DSC, a "visually lossless" form of compression, formats up to (8K UHD) at 60Hz with HDR and 30bit/px color depth are possible without subsampling.
(16K).
Sony introduced a commercial 16K display at NAB 2019 that is set to be released in Japan. It is made up of 576 modules (360 × 360p), in a formation of 48 by 12 modules, forming a 17280 × 4320 screen, with 4:1 aspect ratio.
Video Graphics Array.
(QQVGA).
Quarter-QVGA (QQVGA or qqVGA) denotes a resolution of or pixels, usually used in displays of handheld devices. The term Quarter-QVGA signifies a resolution of one fourth the number of pixels in a QVGA display (half the number of vertical and half the number of horizontal pixels) which itself has one fourth the number of pixels in a VGA display.
The abbreviation "qqVGA" may be used to distinguish "quarter" from "quad", just like "qVGA".
(HQVGA).
Half-QVGA denotes a display screen resolution of or pixels, as seen on the Game Boy Advance. This resolution is half of QVGA, which is itself a quarter of VGA, which is pixels.
(QVGA).
Quarter VGA (QVGA or qVGA) is a popular term for a computer display with display resolution. QVGA displays were most often used in mobile phones, personal digital assistants (PDA), and some handheld game consoles. Often the displays are in a "portrait" orientation (i.e., taller than they are wide, as opposed to "landscape") and are referred to as .
The name comes from having a quarter of the maximum resolution of the original IBM VGA display technology, which became a de facto industry standard in the late 1980s. QVGA is not a standard mode offered by the VGA BIOS, even though VGA and compatible chipsets support a QVGA-sized Mode X. The term refers only to the display's resolution and thus the abbreviated term QVGA or Quarter VGA is more appropriate to use.
QVGA resolution is also used in digital video recording equipment as a low-resolution mode requiring less data storage capacity than higher resolutions, typically in still digital cameras with video recording capability, and some mobile phones. Each frame is an image of pixels. QVGA video is typically recorded at 15 or 30 frames per second. QVGA mode describes the size of an image in pixels, commonly called the resolution; numerous video file formats support this resolution.
While QVGA is a "lower" resolution than VGA, at higher resolutions the "Q" prefix commonly means "quad(ruple)" or four times "higher" display resolution (e.g., QXGA is four times higher resolution than XGA). To distinguish "quarter" from "quad", lowercase "q" is sometimes used for "quarter" and uppercase "Q" for "Quad", by analogy with SI prefixes like m/M and p/P, but this is not a consistent usage.
Some examples of devices that use QVGA display resolution include, Samsung i5500, LG Optimus L3-E400, Galaxy Fit, Y and Pocket, HTC Wildfire, Sony Ericsson Xperia X10 Mini and mini pro and Nintendo 3DS' bottom screen.
(WQVGA).
Wide QVGA or WQVGA is any display resolution having the same height in pixels as QVGA, but wider. This definition is consistent with other 'wide' versions of computer displays.
Since QVGA is 320 pixels wide and 240 pixels high (aspect ratio of 4:3), the resolution of a WQVGA screen might be (3:2 aspect ratio), (16:10 aspect ratio), (5:3 – such as the Nintendo 3DS screen or the maximum resolution in YouTube at 240p), (≈16:9 ratio) or (18:10 aspect ratio). As with WVGA, exact ratios of "n":9 are difficult because of the way VGA controllers internally deal with pixels. For instance, when using graphical combinatorial operations on pixels, VGA controllers will use 1 bit per pixel. Since bits cannot be accessed individually but by chunks of 16 or an even higher power of 2, this limits the horizontal resolution to a 16-pixel granularity, i.e., the horizontal resolution must be divisible by 16. In the case of 16:9 ratio, with 240 pixels high, the horizontal resolution should be 240 / 9 × 16 = 426., the closest multiple of 16 is 432.
WQVGA has also been used to describe displays that are not 240 pixels high, for example Sixteenth HD1080 displays which are 480 pixels wide and 270 or 272 pixels high. This may be due to WQVGA having the nearest screen height.
WQVGA resolutions were commonly used in touchscreen mobile phones, such as , , and . For example, the Hyundai MB 490i, Sony Ericsson Aino and the Samsung Instinct have WQVGA screen resolutions – . Other devices such as the Apple iPod Nano also use a WQVGA screen, pixels.
(HVGA).
HVGA (Half-size VGA) screens have pixels (3:2 aspect ratio), pixels (4:3 aspect ratio), (≈16:9 aspect ratio), or pixels (8:3 aspect ratio). The former is used by a variety of PDA devices, starting with the Sony CLIÉ PEG-NR70 in 2002, and standalone PDAs by Palm. The latter was used by a variety of handheld PC devices. VGA resolution is .
Examples of devices that use HVGA include the Apple iPhone (1st generation through 3GS), BlackBerry Bold 9000, HTC Dream, Hero, Wildfire S, LG GW620 Eve, MyTouch 3G Slide, Nokia 6260 Slide, Palm Pre, Samsung M900 Moment, Sony Ericsson Xperia X8, mini, mini pro, active and live and the Sony PlayStation Portable.
Texas Instruments produces the DLP pico projector which supports HVGA resolution.
HVGA was the only resolution supported in the first versions of Google Android, up to release 1.5. Other higher and lower resolutions became available starting on release 1.6, like the popular WVGA resolution on the Motorola Droid or the QVGA resolution on the HTC Tattoo.
Three-dimensional computer graphics common on television throughout the 1980s were mostly rendered at this resolution, causing objects to have jagged edges on the top and bottom when edges were not anti-aliased.
(VGA).
Video Graphics Array (VGA) refers specifically to the display hardware first introduced with the IBM PS/2 line of computers in 1987. Through its widespread adoption, VGA has also come to mean either an analog computer display standard, the 15-pin D-subminiature VGA connector, or the resolution itself. While the VGA resolution was superseded in the personal computer market in the 1990s, it became a popular resolution on mobile devices in the 2000s. VGA is still the universal fallback troubleshooting mode in the case of trouble with graphic device drivers in operating systems.
In the field of (NTSC) videos, the resolution of is sometimes called Standard Definition (SD), in contrast to high-definition (HD) resolutions like and .
(WVGA).
Wide VGA or WVGA, sometimes just WGA is any display resolution with the same 480 pixel height as VGA but wider, such as (3:2 aspect ratio), (5:3), , , , or (≈16:9).
It is a common resolution among LCD projectors and later portable and hand-held internet-enabled devices (such as MID and Netbooks) as it is capable of rendering web sites designed for an 800 wide window in full page-width. Examples of hand-held internet devices, without phone capability, with this resolution include: Spice stellar nhance mi-435, ASUS Eee PC 700 series, Dell XCD35, Nokia 770, N800, and N810.
Mobile phones with WVGA display resolution are also common.
(FWVGA).
FWVGA is an abbreviation for Full Wide Video Graphics Array which refers to a display resolution of pixels. is approximately the 16:9 aspect ratio of anamorphically "un-squeezed" NTSC DVD widescreen video and considered a "safe" resolution that does not crop any of the image. It is called Full WVGA to distinguish it from other, narrower WVGA resolutions which require cropping 16:9 aspect ratio high-definition video (i.e. it is full width, albeit with considerable reduction in size).
The 854 pixel width is rounded up from 853.:
Since a pixel must be a whole number, rounding up to 854 ensures inclusion of the entire image.
In 2010, mobile phones with FWVGA display resolution started to become more common. A list of mobile phones with FWVGA displays is available. In addition, the Wii U GamePad that comes with the Nintendo Wii U gaming console includes a 6.2-inch FWVGA display.
(SVGA).
Super Video Graphics Array, abbreviated to Super VGA or SVGA, also known as Ultra Video Graphics Array, abbreviated to Ultra VGA or UVGA, is a broad term that covers a wide range of computer display standards.
Originally, it was an extension to the VGA standard first released by IBM in 1987. Unlike VGA – a purely IBM-defined standard – Super VGA was defined by the Video Electronics Standards Association (VESA), an open consortium set up to promote interoperability and define standards. When used as a resolution specification, in contrast to VGA or XGA for example, the term "SVGA" normally refers to a resolution of pixels.
The marginally higher resolution is the highest 4:3 resolution not greater than 219 pixels, with its horizontal dimension a multiple of 32 pixels. This enables it to fit within a framebuffer of 512KB (512 × 2 bytes), and the common multiple of 32 pixels constraint is related to alignment. For these reasons this resolution was available on the Macintosh LC III and other systems.
(DVGA).
DVGA (Double-size VGA) screens have pixels (3:2 aspect ratio). Both dimensions are double that of HVGA, hence the pixel count is quadrupled.
Examples of devices that use DVGA include the Meizu MX mobile phone and the Apple iPhone 4/4S, where the screen is called the "Retina Display".
, (WSVGA).
The wide version of SVGA is known as WSVGA (Wide Super VGA or Wide SVGA), featured on Ultra-Mobile PCs, netbooks, and tablet computers. The resolution is either (aspect ratio 16:9) or (128:75) with screen sizes normally ranging from 7 to 10 inches. It has full XGA width of 1024 pixels.
Although digital broadcast content in former PAL/SECAM regions has 576 active lines, several mobile TV sets with a DVB-T2 tuner use the 600-line variant with a diameter of 7, 9 or 10 inches (18 to 26 cm).
Extended Graphics Array.
(XGA).
The Extended Graphics Array (XGA) is an IBM display standard introduced in 1990. Later it became the most common appellation of the pixels display resolution, but the official definition is broader than that. It was not a new and improved replacement for Super VGA, but rather became one particular subset of the broad range of capabilities covered under the "Super VGA" umbrella.
The initial version of XGA (and its predecessor, the IBM 8514/A) expanded upon IBM's older VGA by adding support for four new screen modes (three, for the 8514/A), including one new resolution:
Like the 8514, XGA offered fixed function hardware acceleration to offload processing of 2D drawing tasks. Both adapters allowed offloading of line-draw, bitmap-copy (bitblt), and color-fill operations from the host CPU. XGA's acceleration was faster than 8514's, and more comprehensive, supporting more drawing primitives, the VGA-res hi-color mode, versatile "brush" and "mask" modes, system memory addressing functions, and a single simple hardware sprite typically used to providing a low CPU load mouse pointer. It was also capable of wholly independent function, as it incorporated support for all existing VGA functions and modes – the 8514 itself was a simpler add-on adapter that required a separate VGA to be present. As they were designed for use with IBM's own range of fixed-frequency monitors, neither adapter offered support for SVGA modes.
XGA-2 added a 24-bit DAC, but this was used only to extend the available master palette in 256-color mode, e.g. to allow true 256-greyscale output instead of the 64 grey levels previously available; there was still no direct True Color mode despite the adapter featuring enough default onboard VRAM (1MB) to support it. Other improvements included provision of the previously missing resolution (using an SVGA or multisync monitor) in up to 65,536 colors, faster screen refresh rates in all modes (including non-interlace, flicker-free output for ), and improved accelerator performance and versatility.
IBM licensed the XGA technology and architecture to certain third party hardware developers, and its characteristic modes (although not necessarily the accelerator functions, nor the MCA data-bus interface) were aped by many others. These accelerators typically did not suffer from the same limitations on available resolutions and refresh rate, and featured other now-standard modes like (and ) at various color depths (up to 24 bpp Truecolor) and interlaced, non-interlaced and flicker-free refresh rates even before the release of the XGA-2.
All standard XGA modes have a aspect ratio with square pixels, although this does not hold for certain standard VGA and third-party extended modes (, ).
XGA should not be confused with EVGA (Extended Video Graphics Array), a contemporaneous VESA standard that also has pixels. It should also not be confused with the Expanded Graphics Adapter, a peripheral for the IBM 3270 PC which can also be referred to as XGA.
and similar (WXGA).
Wide XGA (WXGA) is a set of non standard resolutions derived from the XGA display standard by widening it to a wide screen aspect ratio. WXGA is commonly used for low-end LCD TVs and LCD computer monitors for widescreen presentation. The exact resolution offered by a device described as "WXGA" can be somewhat variable owing to a proliferation of several closely related timings optimised for different uses and derived from different bases.

When referring to televisions and other monitors intended for consumer entertainment use, WXGA is generally understood to refer to a resolution of , with an aspect ratio of very nearly 16:9. The basis for this otherwise odd seeming resolution is similar to that of other "wide" standards – the line scan (refresh) rate of the well-established "XGA" standard ( pixels, 4:3 aspect) extended to give square pixels on the increasingly popular 16:9 widescreen display ratio without having to effect major signalling changes other than a faster pixel clock, or manufacturing changes other than extending panel width by one third. As 768 is not divisible by 9, the aspect ratio is not "quite" 16:9 – this would require a horizontal width of 1365 pixels. However, at only 0.05%, the resulting error is insignificant.
In 2006, was the most popular resolution for liquid crystal display televisions (versus XGA for Plasma TVs flat panel displays); by 2013, even this was relegated to only being used in smaller or cheaper displays (e.g. "bedroom" LCD TVs, or low-cost, large-format plasmas), cheaper laptop and mobile tablet computers, and midrange home cinema projectors, having otherwise been overtaken by higher "full HD" resolutions such as .
A common variant on this resolution is , which confers several technical benefits, most significantly a reduction in memory requirements from just over to just under 1MB per 8-bit channel ( needs 1024.5KB per channel; needs 1020KB; 1MB is equal to 1024KB), which simplifies architecture and can significantly reduce the amount–and speed–of VRAM required with only a very minor change in available resolution, as memory chips are usually only available in fixed megabyte capacities. For example, at 32-bit color, a framebuffer would require only 4MB, whilst a one may need 5, 6 or even 8MB depending on the exact display circuitry architecture and available chip capacities. The 6-pixel reduction also means each line's width is divisible by 8 pixels, simplifying numerous routines used in both computer and broadcast/theatrical video processing, which operate on 8-pixel blocks. Historically, many video cards also mandated screen widths divisible by 8 for their lower-color, planar modes to accelerate memory accesses and simplify pixel position calculations (e.g. fetching 4-bit pixels from 32-bit memory is much faster when performed 8 pixels at a time, and calculating exactly where a particular pixel is within a memory block is much easier when lines do not end partway through a memory word), and this convention still persisted in low-end hardware even into the early days of widescreen, LCD HDTVs; thus, most 1366-width displays also quietly support display of 1360-width material, with a thin border of unused pixel columns at each side. This narrower mode is of course even further removed from the 16:9 ideal, but the error is still less than 0.5% (technically, the mode is either 15.94:9.00 or 16.00:9.04) and should be imperceptible.

When referring to laptop displays or independent displays and projectors intended primarily for use with computers, WXGA is also used to describe a resolution of pixels, with an aspect ratio of . This was once particularly popular for laptop screens, usually with a diagonal screen size of between 12 and 15 inches, as it provided a useful compromise between 4:3 XGA and 16:9 WXGA, with improved resolution in "both" dimensions vs. the old standard (especially useful in portrait mode, or for displaying two standard pages of text side by side), a perceptibly "wider" appearance and the ability to display 720p HD video "native" with only very thin letterbox borders (usable for on-screen playback controls) and no stretching. Additionally, like , it required only 1000KB (just under 1MB) of memory per 8-bit channel; thus, a typical double-buffered 32-bit colour screen could fit within 8MB, limiting everyday demands on the complexity (and cost, energy use) of integrated graphics chipsets and their shared use of typically sparse system memory (generally allocated to the video system in relatively large blocks), at least when only the internal display was in use (external monitors generally being supported in "extended desktop" mode to at least resolution). 16:10 (or 8:5) is itself a rather "classic" computer aspect ratio, harking back all the way to early modes (and their derivatives) as seen in the Commodore 64, IBM CGA card and others. However, as of mid 2013, this standard is becoming increasingly rare, crowded out by the more standardised and thus more economical-to-produce panels, as its previously beneficial features become less important with improvements to hardware, gradual loss of general backwards software compatibility, and changes in interface layout. As of August 2013, the market availability of panels with native resolution had been generally relegated to data projectors or niche products such as convertible tablet PCs and LCD-based eBook readers.
Others.
Additionally, at least two other resolutions are sometimes labelled as WXGA:
Widespread availability of and pixel resolution LCDs for laptop monitors can be considered an OS-driven evolution from the formerly popular screen size, which has itself since seen UI design feedback in response to what could be considered disadvantages of the widescreen format when used with programs designed for "traditional" screens. In Microsoft Windows operating system specifically, the larger task bar of Windows Vista and 7 occupies an additional 16 pixel lines by default, which may compromise the usability of programs that already demanded a full (instead of, e.g. ) unless it is specifically set to use small icons; an "oddball" 784-line resolution would compensate for this, but has a simpler aspect and also gives the slight bonus of 16 "more" usable lines. Also, the Windows Sidebar in Windows Vista and 7 can use the additional 256 or 336 horizontal pixels to display informational "widgets" without compromising the display width of other programs, and Windows 8 is specifically designed around a "two pane" concept where the full 16:9 or 16:10 screen is not required. Typically, this consists of a 4:3 main program area (typically , or ) plus a narrow sidebar running a second program, showing a toolbox for the main program or a pop-out OS shortcut panel taking up the remainder.
(XGA+).
XGA+ stands for Extended Graphics Array Plus and is a computer display standard, usually understood to refer to the resolution with an aspect ratio of 4:3. Until the advent of widescreen LCDs, XGA+ was often used on 17-inch desktop CRT monitors. It is the highest 4:3 resolution not greater than 2 pixels (≈1.05megapixels), with its horizontal dimension a multiple of 32 pixels. This enables it to fit closely into a video memory or framebuffer of 1MB (1 × 2 bytes), assuming the use of one byte per pixel. The common multiple of 32 pixels constraint is related to alignment.
Historically, the resolution also relates to the earlier standard of pixels, which was adopted by Sun Microsystems for the Sun-2 workstation in the early 1980s. A decade later, Apple Computer selected the resolution of for their 21-inch CRT monitors, intended for use as two-page displays on the Macintosh II computer. These resolutions are even closer to the limit of a 1MB framebuffer, but their aspect ratios differ slightly from the common 4:3.
XGA+ is the next step after XGA (), although it is not approved by any standard organizations. The next step with an aspect ratio of 4:3 is ("SXGA-") or SXGA+ ().
(WXGA+, WSXGA).
WXGA+ and WSXGA are non-standard terms referring to a computer display resolution of . Occasionally manufacturers use other terms to refer to this resolution. The Standard Panels Working Group refers to the resolution as WXGA(II).
WSXGA and WXGA+ can be considered enhanced versions of WXGA with more pixels, or as widescreen variants of SXGA. The aspect ratios of each are (widescreen).
WXGA+ () resolution is common in 19-inch widescreen desktop monitors (a very small number of such monitors use WSXGA+), and is also optional, although less common, in laptop LCDs, in sizes ranging from 12.1 to 17 inches.
Another resolution going by this name is , at an aspect ratio of 15:10 (widescreen).
(SXGA).
Super XGA (SXGA) is a standard monitor resolution of pixels. This display resolution is the "next step" above the XGA resolution that IBM developed in 1990.
The resolution is not the standard 4:3 aspect ratio, but 5:4 (1.25:1 instead of 1.333:1). A standard 4:3 monitor using this resolution will have rectangular rather than square pixels, meaning that unless the software compensates for this the picture will be distorted, causing circles to appear elliptical.
There is a less common resolution that preserves the common 4:3 aspect ratio. It is sometimes unofficially called SXGA− to avoid confusion with the "standard" SXGA. Elsewhere this 4:3 resolution was also called UVGA ("Ultra VGA"), or SXVGA ("Super eXtended VGA"): Since both sides are doubled from VGA the term "Quad VGA" would be a systematic one, but it is hardly ever used, because its initialism QVGA is strongly associated with the alternate meaning "Quarter VGA" ().
SXGA is the most common native resolution of 17 inch and 19 inch LCD monitors. An LCD monitor with SXGA native resolution will typically have a physical 5:4 aspect ratio, preserving a 1:1 pixel aspect ratio.
Sony manufactured a 17-inch CRT monitor with a 5:4 aspect ratio designed for this resolution. It was sold under the Apple brand name.
SXGA is also a popular resolution for cell phone cameras, such as the Motorola Razr and most Samsung and LG phones. Although being taken over by newer UXGA (2.0-megapixel) cameras, the 1.3-megapixel was the most common around 2007.
Any CRT that can run can also run , which has the standard 4:3 ratio. A flat panel TFT screen, including one designed for , will show stretching distortion when set to display any resolution other than its native one, as the image needs to be interpolated to fit in the fixed grid display. Some TFT displays do not allow a user to disable this, and will prevent the upper and lower portions of the screen from being used forcing a "letterbox" format when set to a 4:3 ratio.
The resolution became popular because at 24bit/px color depth it fit well into 4 megabytes of video RAM. At the time, memory was extremely expensive. Using at 24-bit color depth allowed using 3.75MB of video RAM, fitting nicely with VRAM chip sizes which were available at the time (4MB):
(SXGA+).
SXGA+ stands for Super Extended Graphics Array Plus and is a computer display standard. An SXGA+ display is commonly used on 14-inch or 15-inch laptop LCD screens with a resolution of pixels. An SXGA+ display is used on a few 12-inch laptop screens such as the ThinkPad X60 and X61 (both only as tablet) as well as the Toshiba Portégé M200 and M400, but those are far less common. At 14.1 inches, Dell offered SXGA+ on many of the Latitude C-Series laptops, such as the C640, and IBM since the ThinkPad T21. Sony also used SXGA+ in their Z1 series, but no longer produce them as widescreen has become more predominant.
In desktop LCDs, SXGA+ is used on some low-end 20-inch monitors, whereas most of the 20-inch LCDs use UXGA (standard screen ratio), or WSXGA+ (widescreen ratio).
(WSXGA+).
WSXGA+ stands for Widescreen Super Extended Graphics Array Plus. WSXGA+ displays were commonly used on Widescreen 20-, 21-, and 22-inch LCD monitors from numerous manufacturers (and a very small number of 19-inch widescreen monitors), as well as widescreen 15.4-inch and 17-inch laptop LCD screens like the Thinkpad T61p, the late 17" Apple PowerBook G4 and the unibody Apple 15" MacBook Pro. The resolution is pixels (1,764,000 pixels) with a 16:10 aspect ratio.
WSXGA+ is the widescreen version of SXGA+, but it is not approved by any organization. The next highest resolution (for widescreen) after it is WUXGA, which is pixels.
(UXGA, UGA).
UXGA or UGA is an abbreviation for Ultra Extended Graphics Array referring to a standard monitor resolution of pixels (totaling 1,920,000 pixels), which is exactly four times the default resolution of SVGA () (totaling 480,000 pixels). Dell Inc. refers to the same resolution of 1,920,000 pixels as "UGA". It is generally considered to be the next step above SXGA ( or ), but some resolutions (such as the unnamed and SXGA+ at ) fit between the two.
UXGA has been the native resolution of many fullscreen monitors of 15 inches or more, including laptop LCDs such as the ones in the IBM ThinkPad A21p, A30p, A31p, T42p, T43p, T60p, Dell Inspiron 8000/8100/8200 and Latitude/Precision equivalents; some Panasonic Toughbook CF-51 models; and the original Alienware Area 51M gaming laptop. However, in more recent times, UXGA is not used in laptops at all but rather in desktop UXGA monitors that have been made in sizes of 20 inches and 21.3 inches. Some 14-inch laptop LCDs with UXGA have also existed (such as the Dell Inspiron 4100), but these are very rare.
There are two different widescreen cousins of UXGA, one called UWXGA with (750) and one called WUXGA with resolution.
(WUXGA).
WUXGA stands for Widescreen Ultra Extended Graphics Array and is a display resolution of pixels (2,304,000 pixels) with a 16:10 screen aspect ratio. It is a wide version of UXGA, and can be used for viewing high-definition television (HDTV) content, which uses a 16:9 aspect ratio and a (720p) or (1080i or 1080p) resolution.
The 16:10 aspect ratio (as opposed to the 16:9 used in widescreen televisions) was chosen because this aspect ratio is appropriate for displaying two full pages of text side by side.
WUXGA resolution has a total of 2,304,000 pixels. An uncompressed 8-bit RGB WUXGA image has a size of 6.75MB. Initially it was available in widescreen CRTs such as the Sony GDM-FW900 and Hewlett Packard A7217A, and in 17-inch laptops. Most QXGA displays support . WUXGA is also available in some of the more high end mobile phablet devices such as the Huawei Honor X2 Gem.
The next lower resolution (for widescreen) before it is WSXGA+, which is pixels (1,764,000 pixels, or 30.61% fewer than WUXGA); the next higher resolution widescreen is an unnamed resolution (supported by the above GDM-FW900 and A7217A) and then the more common WQXGA, which has pixels (4,096,000 pixels, or 77.78% more than WUXGA).
Quad Extended Graphics Array.
The QXGA, or Quad Extended Graphics Array, display standard is a resolution standard in display technology. Some examples of LCD monitors that have pixel counts at these levels are the Dell 3008WFP, the Apple Cinema Display, the Apple iMac (27-inch 2009–present), the iPad (3rd generation), and the MacBook Pro (3rd generation). Many standard 21–22-inch CRT monitors and some of the highest-end 19-inch CRTs also support this resolution.
(QWXGA).
QWXGA (Quad Wide Extended Graphics Array) is a display resolution of pixels with a aspect ratio. A few QWXGA LCD monitors were available in 2009 with 23- and 27-inch displays, such as the Acer B233HU (23-inch) and B273HU (27-inch), the Dell SP2309W, and the Samsung 2343BWX. As of 2011, most monitors have been discontinued, and as of 2013 no major manufacturer produces monitors with this resolution.
(QXGA).
QXGA (Quad Extended Graphics Array) is a display resolution of pixels with a aspect ratio. The name comes from it having four times as many pixels as an XGA display. Examples of LCDs with this resolution are the IBM T210 and the Eizo G33 and R31 screens, but in CRT monitors this resolution is much more common; some examples include the Sony F520, ViewSonic G225fB, NEC FP2141SB or Mitsubishi DP2070SB, Iiyama Vision Master Pro 514, and Dell and HP P1230. Of these monitors, none are still in production. A related display size is WQXGA, which is a wide screen version. CRTs offer a way to achieve QXGA cheaply. Models like the Mitsubishi Diamond Pro 2045U and IBM ThinkVision C220P retailed for around US$200, and even higher performance ones like the ViewSonic PerfectFlat P220fB remained under $500. At one time, many off-lease P1230s could be found on eBay for under $150. The LCDs with WQXGA or QXGA resolution typically cost four to five times more for the same resolution. IDTech manufactured a 15-inch QXGA IPS panel, used in the IBM ThinkPad R50p. NEC sold laptops with QXGA screens in 2002–05 for the Japanese market. The iPad (starting from 3rd generation) also has a QXGA display.
(WQXGA).
WQXGA (Wide Quad Extended Graphics Array) is a display resolution of pixels with a 16:10 aspect ratio. The name comes from it being a wide version of QXGA and having four times as many pixels as an WXGA () display.
To obtain a vertical refresh rate higher than 40Hz with DVI, this resolution requires dual-link DVI cables and devices. To avoid cable problems monitors are sometimes shipped with an appropriate dual link cable already plugged in. Many video cards support this resolution. One feature that is currently unique to the 30inch WQXGA monitors is the ability to function as the centerpiece and main display of a three-monitor array of complementary aspect ratios, with two UXGA () 20-inch monitors turned vertically on either side. The resolutions are equal, and the size of the 1600 resolution edges (if the manufacturer is honest) is within a tenth of an inch (16-inch vs. 15.899"), presenting a "picture window view" without the extreme lateral dimensions, small central panel, asymmetry, resolution differences, or dimensional difference of other three-monitor combinations. The resulting composite image has a 3.1:1 aspect ratio. This also means one UXGA 20-inch monitor in portrait orientation can also be flanked by two 30-inch WQXGA monitors for a composite image with an 11.85:3 (79:20, 3.95:1) aspect ratio. Some WQXGA medical displays (such as the Barco Coronis 4MP or the Eizo SX3031W) can also be configured as two virtual or seamless displays by using both DVI ports at the same time.
An early consumer WQXGA monitor was the 30-inch Apple Cinema Display, unveiled by Apple in June 2004. At the time, dual-link DVI was uncommon on consumer hardware, so Apple partnered with Nvidia to develop a special graphics card that had two dual-link DVI ports, allowing simultaneous use of two 30-inch Apple Cinema Displays. The nature of this graphics card, being an add-in AGP card, meant that the monitors could only be used in a desktop computer, like the Power Mac G5, that could have the add-in card installed, and could not be immediately used with laptop computers that lacked this expansion capability.
In 2010, WQXGA made its debut in a handful of home theater projectors targeted at the Constant Height Screen application market. Both Digital Projection Inc and projectiondesign released models based on a Texas Instruments DLP chip with a native WQXGA resolution, alleviating the need for an anamorphic lens to achieve 1:2.35 image projection. Many manufacturers have 27–30-inch models that are capable of WQXGA, albeit at a much higher price than lower resolution monitors of the same size. Several mainstream WQXGA monitors are or were available with 30-inch displays, such as the Dell 3007WFP-HC, 3008WFP, U3011, U3014, UP3017, the Hewlett-Packard LP3065, the Gateway XHD3000, LG W3000H, and the Samsung 305T. Specialist manufacturers like NEC, Eizo, Planar Systems, Barco (LC-3001), and possibly others offer similar models. As of 2016, LG Display make a 10-bit 30-inch AH-IPS panel, with wide color gamut, used in monitors from Dell, NEC, HP, Lenovo and Iiyama.
Released in November 2012, Google's Nexus 10 is the first consumer tablet to feature WQXGA resolution. Before its release, the highest resolution available on a tablet was QXGA (), available on the Apple iPad 3rd and 4th generations devices. Several Samsung Galaxy tablets, including the Note 10.1 (2014 Edition), Tab S 8.4, 10.5 and TabPRO 8.4, 10.1 and Note Pro 12.2, as well as the Gigaset QV1030, also feature a WQXGA resolution display.
In 2012, Apple released the 13 inch MacBook Pro with Retina Display that features a WQXGA display, and the new MacBook Air in 2018.
(QSXGA).
QSXGA (Quad Super Extended Graphics Array) is a display resolution of pixels with a 5:4 aspect ratio. Grayscale monitors with a resolution, primarily for medical use, are available from Planar Systems (Dome E5), Eizo (Radiforce G51), Barco (Nio 5, MP), WIDE (IF2105MP), IDTech (IAQS80F), and possibly others.
Recent medical displays such as Barco Coronis Fusion 10MP or NDS Dome S10 have native panel resolution of . These are driven by two dual-link DVI or DisplayPort outputs. They can be considered to be two seamless virtual QSXGA displays as they have to be driven simultaneously by both dual link DVI or DisplayPort since one dual link DVI or DisplayPort cannot single-handedly display 10 megapixels. A similar resolution of (4:3) was supported by a small number of CRT displays via VGA such as the Viewsonic P225f when paired with the right graphics card.
(WQSXGA).
WQSXGA (Wide Quad Super Extended Graphics Array) describes a display standard that can support a resolution up to pixels, assuming a 1.5625:1 (25:16) aspect ratio. The Coronis Fusion 6MP DL by Barco supports (approximately 16:10).
(QUXGA).
QUXGA (Quad Ultra Extended Graphics Array) describes a display standard that can support a resolution up to pixels, assuming a 4:3 aspect ratio.
(WQUXGA).
WQUXGA (Wide Quad Ultra Extended Graphics Array) describes a display standard that supports a resolution of pixels, which provides a 16:10 aspect ratio. This resolution is exactly four times (in pixels).
Most display cards with a DVI connector are capable of supporting the resolution. However, the maximum refresh rate will be limited by the number of DVI links which are connected to the monitor. 1, 2, or 4 DVI connectors are used to drive the monitor using various tile configurations. Only the IBM T221-DG5 and IDTech MD22292B5 support the use of dual-link DVI ports through an external converter box. Many systems using these monitors use at least two DVI connectors to send video to the monitor. These DVI connectors can be from the same graphics card, different graphics cards, or even different computers. Motion across the tile boundary(ies) can show tearing if the DVI links are not synchronized. The display panel can be updated at a speed between 0Hz and 41Hz (48Hz for the IBM T221-DG5, -DGP, and IDTech MD22292B5). The refresh rate of the video signal can be higher than 41Hz (or 48Hz) but the monitor will not update the display any faster even if graphics card(s) do so.
In June 2001, WQUXGA was introduced in the IBM T220 LCD monitor using a LCD panel built by IDTech. LCD displays that support WQUXGA resolution include: IBM T220, IBM T221, Iiyama AQU5611DTBK, ViewSonic VP2290, ADTX MD22292B, and IDTech MD22292 (models B0, B1, B2, B5, C0, C2). IDTech was the original equipment manufacturer which sold these monitors to ADTX, IBM, Iiyama, and ViewSonic. However, none of the WQUXGA monitors (IBM, ViewSonic, Iiyama, ADTX) are in production anymore: they had prices that were well above even the higher end displays used by graphic professionals, and the lower refresh rates, 41Hz and 48Hz, made them less attractive for many applications.
Unsystematic resolutions.
After having used VGA-based 3:2 resolutions HVGA (480 × 320) and "Retina" DVGA (960 × 640) for several years in their iPhone and iPod products with screen diagonal of 9 cm or 3.5 inch, Apple started using more exotic variants when they adopted the 16:9 aspect ratio in order to provide a consistent pixel density across screen sizes: first 1136 × 640 (rarely: WDVGA) with the iPhone 5 for 10-cm or 4-inch screens, and later 1334 × 750 with the iPhone 6 for 12-cm or 4.7-inch screens, while devices with 14-cm or 5.5-inch screens used standard 1920 × 1080. The iPhone X introduced a 2436 × 1125 resolution (with a notch) at an aspect ratio of roughly 13:6 or, for marketing, 19.5:9.
Other manufacturers have also introduced phones with irregular display resolutions and aspect ratios, e.g. Samsung's various "Infinity" displays with 37:18 = :9 (Galaxy S8/S9 and A8/A9), i.e. 2960 × 1440 (Quad HD+, WQHD+) or 2220 × 1080 (Full HD+), and 19:9 (S10) aspect ratios: 3040 × 1440 and 2280 × 1080 (S10e).
Some air traffic control monitors use displays with a resolution of 2048 x 2048, with an aspect ratio of 1:1.


Extreme-G

Extreme-G is a futuristic racing video game developed by Probe Entertainment and published by Acclaim Entertainment, featuring an original trance soundtrack. It was released for the Nintendo 64 in 1997, and was released in Japan on May 29, 1998. Despite the crowded field of Nintendo 64 racing games, "Extreme-G" was met with moderately positive reviews and was a commercial success. A sequel, "Extreme-G 2", was released in 1998, followed by two additional games: "Extreme-G 3" and "".
Gameplay.
The gameplay of "Extreme-G" consists mainly of fast-paced racing through an array of futuristic environments. An array of defensive and offensive weapons are available on-track. These include multi-homing/reverse missiles, magnetic/laser mines, and shield-boosting power-ups. Special weapons can also be found such as invisibility, phosphorus flash and the mighty Wally-Warp which if not avoided, can instantly transport a bike right to the back of the pack.
As with all "Extreme-G" games, futuristic racing pilots race plasma-powered bikes in an intergalactic Grand Prix at speeds over 750 km/h. The emphasis is on speed and racetrack design, with tracks looping through like roller coasters.
At the beginning of each round, the player is given three "nitro" powerups which provide a temporary speed boost (these powerups cannot be replenished). Also, falling off cliffs or, in some cases, the track itself results in simply losing time rather than losing 'lives'; bikes are teleported back to the track and must rebuild their speed and lost time from a dead standstill.
The single player games come in three difficulty settings: Novice, Intermediate and Extreme. The main game mode (Extreme Contest) features three championships: Atomic (four tracks), Critical Mass (eight tracks) and Meltdown (full 12 standard tracks). The player must come first in each championship to progress. Winning championships on the various difficulty levels will open up the hidden bikes, levels and cheats. Once the levels have been opened they can be used for the additional single and multi-player modes.
The multi-player modes include competitive racing, flag capture, and battle mode.
Plot.
"Extreme-G" is set in the distant future where Earth is reduced into a wasteland. From their new-found planet the human colonists watch their remote controlled bikes wreak havoc through their ancient cities and fight their way to determine which racer manages to qualify.
Development.
"Extreme-G" was developed under the working title "Ultimate Racer". It was created by Probe Entertainment, an internal development team of Acclaim Entertainment.
Reception.
"Extreme-G" received "favorable" reviews according to the review aggregation website Metacritic. Critics particularly praised the track designs with their numerous loops, jumps, and corkscrews, and the sense of speed. Crispin Boyer wrote in "Electronic Gaming Monthly": "No other racing game delivers the raw speed found in "Extreme-G". Kick on your turbo and watch the scenery blur". "Next Generation" said it "brings gamers fast, futuristic, heavily armed speedbikes that careen along rollercoaster tracks in some totally hallucinogenic scenarios". A few critics remarked that the intense speeds give the game a steep learning curve, but that ultimately the controls work well. "Edge" criticized the handling of the bikes, but highlighted the game's emphasis on combat.
The bike designs were also applauded, with several reviewers likening their look to that of the movie "Tron". "GameRevolution" praised the game's replay value due to the large number of tracks, weapons and multiplayer options. Critics in general complimented the selection of modes and options, though there were some complaints that the multiplayer modes are not as strong as the single-player. Several noted slowdown and choppiness in the otherwise strong frame rate when four players are racing, Shawn Smith of "Electronic Gaming Monthly" said the tracks in the multiplayer Battle mode are dull and unimaginative, and "Next Generation" simply said that "four-player "Extreme-G" bike deathmatches - while a decent idea - just didn't pan out". Most critics remarked that the techno soundtrack is unoriginal but does its job of enhancing the mood of the intense races. Though many criticized the use of distance fog, reviews unanimously declared the game's graphics to be outstanding.
Most reviews concluded that while a handful of shortcomings keep "Extreme-G" from being a top-ranked game, it was impressive enough to recommend. "GamePro", for instance, summed up that ""Extreme G" will keep N64 racers sated until "F-Zero 64" debuts. While it's not the deepest or most original racing game, it will still take you on a fun ride." Similarly, Peer Schneider of IGN opined that "while it can't quite compete with the graphics, physics and control of "Wave Race [64]" and "Top Gear Rally", it is a solid and well-designed game that is sure to appeal to action and racing fans alike."
According to "N64 Magazine", "Extreme-G" was a commercial success, selling 700,000 copies by October 1998.


IBM Personal Computer XT

The IBM Personal Computer XT (model 5160, often shortened to PC XT) is the second computer in the IBM Personal Computer line, released on March 8, 1983. Except for the addition of a built-in hard drive and extra expansion slots, it is very similar to the original IBM PC model 5150 from 1981.
Name.
IBM did not specify an expanded form of "XT" on the machine, press releases, brochures or documentation, but some publications expanded the term as ""eXtended Technology" or just "eXTended"".
Features.
The XT was regarded as an incremental improvement over the PC and a disappointment compared to the next-generation successor that some had anticipated. Compared to the original IBM PC, the XT has the following major differences:
Otherwise the specifications are identical to the original PC.
Expansion slots.
The number of expansion slots in the original IBM PC was a limiting factor for the product, since essential components (such as the video controller, disk controller and printer interface) each came as separate expansion cards and could quickly fill up all five available slots, requiring the user to swap cards in and out as tasks demanded. Some PC clones addressed this problem by integrating components into the motherboard to free up slots, while peripheral manufacturers produced products which integrated multiple functions into one card.
The XT addressed the problem by adding three extra expansion slots for a total of eight. While the slots themselves are identical to those in the original PC, the amount of physical space in the chassis differs, so two of the new slots (located behind the hard drive) cannot accept full-length cards. In addition, the spacing of the slots is narrower than in the original PC, making it impossible to install some multi-board cards.
Expansion unit.
The 5161 is an expansion chassis using an identical case and power supply to the XT, but instead of a system board, provides a backplane with eight card slots. It connects to the main system unit using an Extender Card in the system unit and a Receiver Card in the Expansion Unit, connected by a custom cable. The 5161 shipped with a 10 MB hard drive, and had room for a second one.
The Expansion Unit can also contain extra memory, but the Extender card inserts wait states for memory in the Expansion Unit, so it may be preferable to install memory into the main system unit.
The 5161 can be connected to either an XT or to the earlier 5150 (the original IBM PC).
Other features.
PC DOS 2.0 offers a 9-sector floppy disk format, providing 180K/360K (single- vs. dual-sided) capacity per disk, compared to the 160K/320K provided by the 8-sector format of previous releases.
The XT was not offered in a floppy-only model for its first two years on the market, although the standard ribbon cable with two floppy connectors was still included. At that time, in order to get a second floppy drive, the user had to purchase the 5161 expansion chassis.
Like the original PC, the XT comes with IBM BASIC in ROM. The XT BIOS also displays a memory count during the POST, unlike the original PC.
The XT has a desktop case similar to that of the IBM PC. It weighs and was approximately wide by deep by high.
The power supply is 130 watts, an upgrade from the original PC. Those sold in the US are configured for 120 V AC only and could not be used with 240 V mains supplies. XTs with 240 V-compatible power supplies were later sold in international markets. Both were rated at 130 watts.
Revisions and variants.
IBM made several submodels of the XT.
The 3270 PC, a variant of the XT featuring 3270 terminal emulation, was released in October 1983.
Submodel 068 and 078, released in 1985, offered dual-floppy configurations without a hard drive as well, and the new Enhanced Graphics Adapter and Professional Graphics Adapter became available as video card options.
In 1986, the 256–640 KB motherboard models were launched, which switched to half-height drives.
Submodels 268, 278 and 089 came with 101-key keyboards (essentially the IBM Model M, but in a modified variant that used the XT's keyboard protocol and lacked LEDs).
Submodels 267, 277 and 088 had the original keyboard, but 3.5" floppy drives became available and 20MB Seagate ST-225 hard disks in 5.25" half-height size replaced the full-height 10MB drives.
Submodel 788 was the only XT sold with the Color Graphics Adapter as a standard feature.
Submodels 568, 588, and 589 were used as basis for the XT/370; they had an additional (co-)processor board that could execute System/370 instructions. An XT-based machine with a Series/1 co-processor board existed as well, but it had its own System Unit number, the IBM 4950.
IBM XT 286.
In 1986 the XT 286 (model 5162) was released with a 6 MHz Intel 80286 processor. Despite being marketed as a lower-tier model than the IBM AT, this system runs many applications faster than the ATs of the time with 6 MHz 286 processors, since it has zero-wait state RAM.
It shipped with 640 KB RAM standard, an AT-style 1.2 MB high-density diskette drive and a 20 MB hard disk. Despite these features, reviews rated it as a poor market value.
The XT 286 uses a 157-watt power supply, which can internally switch between 115 or 230 V AC operation.
Reception.
The XT was well received, although PC DOS 2.0 was regarded as a greater improvement than any of the hardware changes, and by the end of 1983 IBM was selling every unit they made.The Compaq Portable also came out in March 1983, and would prove a popular competitor. Sometimes called the "first PC clone" and first "legal clone", that distinction probably goes to Columbia Data Products' MPC 1600 "Multi Personal Computer", in June 1982. Other "clones" included the Seequa Chameleon, the Hyperion,
, Eagle Computer's Eagle 1600 that September and the Corona PC The latter two companies were sued by IBM and settled out of court, agreeing to re-implement their BIOS in a way that did not violate IBM's copyrights.
The XT was discontinued in the spring of 1987.
External links.
Photo galleries:


Rufus (software)

Rufus (The Reliable USB Formatting Utility, with Source) is a free and open-source portable application for Microsoft Windows that can be used to format and create bootable USB flash drives or Live USBs.
History.
Rufus was originally designed as a modern open source replacement for the HP USB Disk Storage Format Tool for Windows, which was primarily used to create DOS bootable USB flash drives.
The first official release of Rufus, version 1.0.3 (earlier versions were internal/alpha only), was released on December 11, 2011, with originally only MS-DOS support. Version 1.0.4 introduced FreeDOS support and version 1.1.0 introduced ISO image support. Until 1.2.0, two separate versions were provided, with one for MS-DOS and one for FreeDOS. UEFI boot support was introduced with version 1.3.2, localization with 1.4.0 and Windows To Go with 2.0. The last version compatible with Windows XP and Vista is 2.18.
Features.
Rufus supports a variety of bootable .iso files, including various Linux distributions and Windows installation .iso files, as well as raw disk image files (including compressed ones). If needed, it will install a bootloader such as SYSLINUX or GRUB onto the flash drive to render it bootable. It also allows the installation of MS-DOS or FreeDOS onto a flash drive as well as the creation of Windows To Go bootable media. It supports formatting flash drives as FAT, FAT32, NTFS, exFAT, UDF or ReFS filesystems.
Rufus can also be used to compute the MD5, SHA-1 and SHA-256 hashes of the currently selected image.
There must be no Internet connection on the PC when launching Rufus under Windows 7.
Rufus is capable of downloading ISO DVD images of installers of Windows 10 prior to current version in the download site of Microsoft. To do that, PC must have Internet connection prior to launching Rufus and Rufus needs to be run under Windows 8.1 at least .


Bomberman Hero

 is a platforming video game and the second "Bomberman" game for the Nintendo 64. "Bomberman Hero" is more advanced in terms of gameplay, as well as having more levels, bosses, weapons, and character moves. However, it lacks multiplayer and therefore focuses on the single player action. This game was available on the Wii Virtual Console service.
Story.
The story is similar to (and even could have been based upon) "Star Wars"; a princess steals a secret data disk from an evil empire, and she safely smuggles out the information through a robot, but is captured herself. Bomberman is training in his headquarters when news arrives about the princess being captured. Bomberman chases after the Garaden Empire to save the Princess, but the Empire eventually claims back the disks to rebuild their leader, Bagular, whose body was destroyed in "Super Bomberman 3".
At first Bomberman travels through four worlds; Planet Bomber, Primus Star, Kanatia Star, and Mazone Star. Each world has its respective boss from the Garaden Empire; Endol, Baruda, Bolban, and Natia and her pet robot Cronus. Within each world, there are three different areas with their own collection of stages. Towards the middle of a world Bomberman encounters Nitros, a mysterious recurring mini-boss similar to Bomberman. While on his adventure Bomberman encounters characters from past games such as Black Bomber and Louie. The basic plot for the first three worlds is that Bomberman chases after Princess Millian only to find that she has been transported to the next world. While on Mazone area three, Bomberman finds Princess Millian safe in a laboratory. She tells him to find the rest of the disks in the next few levels. After giving the disks to Princess Millian, she turns out to be Natia in disguise. Natia then sends the disks needed to rebuild Bagular to the Garaden base. After Bomberman battles Natia and Cronus, he sets out towards Garaden Star.
Within Garaden Star Bomberman battles resurrected forms of the past bosses through the various stages. Midway through the world, Bomberman encounters Nitros for a final battle. After the battle, Nitros snaps out of his brain-washed state, explains himself to Bomberman, shares his power with Bomberman, and then tells him to defeat Bagular for him. At the end of the world, Bomberman encounters the recently resurrected Bagular and engages him in a lengthy final battle. As a final act of desperation, Bagular self-destructs Garaden Star in an attempt to kill Bomberman. The story seems to end here with the destruction of the Garaden Empire and the credits.
However, if a perfect score is achieved on every level and all the Adok bombs are collected, a new cut-scene takes place after the destruction of Garaden Star. A mysterious figure says "Bagular you fool, you lost again!" and suddenly the final world Gossick Star appears. At the end of the second level, Bomberman ascends an elevator to the final battle. There he battles Evil Bomber, possibly the real mastermind of the operation. After defeating Evil Bomber, Bomberman flies away in a ship with Princess Millian and the credits run.
Gameplay.
"Bomberman Hero" controls very differently from "Bomberman 64". In "Hero", the character can jump, has a life meter, faces tougher bosses, and has the ability to throw bombs farther, thus, making "Hero" a more platform-oriented experience. There are several different areas to be encountered, each with about five different stages. A unique feature is that it's possible to play with an extra advancement, such as a jet pack or a submarine.
There are also several different types of bombs in addition to the regular ones. Ice bombs turn enemies into a block of ice which can be moved around and used to jump on to get to higher places. Salt bombs only harm slugs, which are invulnerable to all other weapons. Control bombs explode when remotely detonated; a useful ability against certain bosses.
Much of the game's replay value is in the sub-mission of scoring the number of target points per stage, which awards Bomberman a certain number of stage points (1 through 5) at the end of each level. You can re-enter the stages as often as you like, in order to secure the highest possible score within the stage. Medals are awarded on a per-planet basis, awarded based on the total number of stage points at the planet's completion (red, blue, bronze, silver, and gold). Getting a perfect score on every planet (or rather, a gold medal on each one) will award mini-games to be accessed on the options screen. The games include:
Reception.
"Bomberman Hero" received generally mixed reviews from critics and fans alike, though the soundtrack was met with significant praise. GameSpot said, "Despite the uninspired plotline, "Bomberman Hero" is a rather surprising success. In a departure from "Bomberman 64", "Bomberman Hero" boasts a number of new gameplay features that make this a completely new "Bomberman" game." In a mixed review, IGN heavily criticized the lack of multiplayer mode, stating, "Nintendo and Hudson serve up a decidedly average 3D "Bomberman" sequel -- without a multiplayer mode."
"Edge" criticized the graphics for featuring intrusive distance fog and the same texture pattern, which make it difficult for the player to judge depth. However, the magazine concluded that, as a Japanese platformer, the game should not be overlooked, and favorably compared its rewarding exploration with that of "Yoshi's Island".
The game has since been recognized for its unique use of jungle and drum 'n' bass style music, by long-time Bomberman series music producer, Jun Chikuma.


RUNT Linux

RUNT Linux is an acronym for ResNet USB Network Tester. It is one of many Linux distros designed to run from a USB flash drive. RUNT is based on Slackware's bare kernel. It was originally designed as a network tool for students at North Carolina State University. It consists of a boot floppy image and a zip file, similar to zipslack. It is intended to be a fairly complete Linux installation for use as a testing tool capable of booting on any x86 computer with a USB port and a bootable floppy.


Corpse Killer

Corpse Killer is a game released for the Sega CD, Sega CD 32X, 3DO, Sega Saturn, Windows 95 and Macintosh computers that features live-action full motion video in a format similar to other games developed by Digital Pictures. It was later remastered for Steam, PlayStation 4 and Nintendo Switch. "Corpse Killer" was the first CD game released for the Sega 32X.
Footage from the game was later recycled for the 2003 film "Game Over".
Story.
An unnamed United States Marine is airdropped onto a tropical island on a top secret mission to stop the evil Dr. Hellman, who plans to release his army of zombies on the world. He is bitten by a zombie and also meets an attractive female reporter and a Rastafarian male driver. Four of the marine lieutenant's comrades are captured by Hellman and turned into zombies. To rescue them, the lieutenant infiltrates Hellman's compound and shoots each of them with bullets coated with extract from Datura plants, which can turn freshly-created zombies back into humans.
Gameplay.
Most of the gameplay is similar to other shooting full motion video games such as "Lethal Enforcers". The player moves through the jungle shooting various zombies, collecting better ammunition (to prepare for a raid on Hellman's compound) and medicine to recover health.
Development.
John Lafia directed the live-action footage, which was filmed on location in the Caribbean, with most scenes being shot in Puerto Rico. The actors portraying the zombies wore latex masks.
Sega Saturn features.
The Sega Saturn version of the title was released with the subtitle of "Graveyard Edition". This version features a few exclusives such as a full-screen video (other versions have the FMV boxed in), improved video quality, a difficulty selection (ranging from normal to bloodthirsty to cannibal), items and power-ups that drop down from the top of the screen and can be shot and collected, and "in your face" zombie attacks. These attacks involve a zombie that pops up immediately in front of the "camera" and attacks the player. They can only be killed with armor-piercing rounds or Datura rounds. The Saturn version is also the only version of the game to lack light gun support (though there is no mention of light guns in the manual or packaging for the 3DO version, it does in fact include light gun support).
Reception.
Reviewing the Sega CD version, "GamePro"s Game Over Man wrote that "this frisky first-person blast-a-thon looks and feels like a bad live-action movie. But your taste for 'bad' just might bring this Corpse to life." He particularly praised the B-movie production values, "typically grainy but stylish" FMV graphics, and the effective controls even when using a standard gamepad instead of a light gun.
The four reviewers of "Electronic Gaming Monthly" said that the "campy, bad b-movie" cutscenes are entertaining but the gameplay is dull, and that the graphics are only slightly improved from the Sega CD version. A reviewer for "Next Generation" commented that the game itself is "decent", but that the improvement in graphics over the Sega CD version "is so small that only an expert could notice". Toxic Tommy of "GamePro" reviewed that the 32X version retains the elements that made the Sega CD version fun and has far better graphics.
"Electronic Gaming Monthly" reversed their position on the game's cutscenes when reviewing the Saturn version, with all save Andrew Baran now saying that the scenes are dull and repetitive. They also criticized the substandard video quality of the FMV and the "laughable" gameplay. "GamePro"s brief review, while acknowledging the FMV is grainy, noted it was at least superior to any previous version of the game. The reviewer praised the cursor movement's easy control and concluded: "This'll do for zombified Saturn gamers". A brief review from "Next Generation" published over a year after the game's release criticized the "cheesy graphics and extremely repetitious gameplay".
Re-release.
William Mesa, Flash Film Works and Screaming Villains remastered the game from the original source material in 2019 and re-released it as a "25th Anniversary Edition" for Steam, and PlayStation 4. It was also released in physical PS4 media by Limited Run Games. The new version contained several hours' worth of behind-the-scenes video from the original production as well as hundreds of still images, the original production script and other assorted documents.


Asianux

Asianux was a Linux distribution. It is a joint development between Linux vendors Red Flag Software of China, Miracle Linux of Japan (50.5-percent owned by Oracle Corporation), Hancom of South Korea, VietSoftware of Vietnam (from September 2007), WTEC from Thailand (from December 2008) and Enterprise Technology (Pvt) Limited of Sri Lanka (from July 2010). It is distributed and marketed by Red Flag Software and Miracle. Asianux is designed as a core component or basis for a Linux distribution, which would be released by related companies as their own distributions with distinct features. Localized languages include Chinese, Japanese, Korean and English. Comparisons have been drawn between Asianux and United Linux, an attempt by SUSE, Turbolinux, Conectiva and the SCO Group to take on Red Hat Enterprise Linux.
Release history.
The current release version of Asianux is 7.0 , other earlier releases were version 4.0 and version 3.0 .
An earlier release version of Asianux was 2.0 , which was based upon Red Hat Enterprise Linux 4. The initial release was Asianux 1.0, released in 2004. Asianux 1.0 was based upon Red Hat Enterprise Linux 3.


The GNOME Project

The GNOME Project is a community behind the GNOME desktop environment and the software platform upon which it is based. It consists of all the software developers, artists, writers, translators, other contributors, and active users of GNOME. It is no longer part of the GNU Project.
GNOME Foundation.
In August 2000, the GNOME Foundation was set up to deal with administrative tasks and press interest, and to act as a contact point for companies interested in developing GNOME software. While not directly involved in technical decisions, the Foundation does coordinate releases and decide which projects will be part of GNOME. Membership is open to anyone who has made a non-trivial contribution to the project. Members of the Foundation elect a board of directors every November, and candidates for the positions must be members themselves.
Programs and events.
The GNOME Project holds several community programs and events, usually tailored to local users and developers. The main gathering of GNOME contributors is the GNOME Users And Developers European Conference (GUADEC), an annual conference used to discuss the development and progress of GNOME. The idea of GUADEC events is attributed to the GNOME developers' and users' Paris meeting of 1998. An annual Asian conference called "GNOME.Asia" also exists. GNOME also participated in the Desktop Summit, which is a joint conference organized by the GNOME and KDE communities that was held in Europe in 2009 and 2011.
Among the project's community programs is Outreachy, established with the goals of increasing women participation and improving the resources available to all newcomers for getting involved in GNOME.
Collaboration with other projects.
The GNOME Project actively collaborates with other free software projects. Previous collaboration efforts were ordinarily organized on project-to-project basis. To make the collaboration broader, the freedesktop.org project was founded.
Goals.
The project focuses on:


Glover (video game)

Glover is a 1998 platforming video game developed by Interactive Studios and published by Hasbro Interactive for the Nintendo 64 and Windows in 1998, and for the PlayStation in 1999 (branded under Hasbro Interactive's "Atari Interactive" label). The game features a magical, four-fingered glove named Glover in his quest to restore the Crystal Kingdom by retrieving crystals that were lost. The Nintendo 64 and PC versions received generally positive reviews while the PlayStation version garnered negative reviews. A sequel titled "Glover 2" was planned but was eventually cancelled.
Gameplay.
Players control a glove named Glover. The main objective is to maneuver the ball toward the goal in each stage. Once all three stages and the boss stage are cleared, a crystal ball can be restored back to the castle. There are a total of six worlds, each containing three stages, a boss stage and a bonus stage which can be accessed by collecting all the magic cards known as "Garibs" in a given world. When Glover is in contact with the ball, he can roll, bounce, throw, slap, dribble, walk on top of the ball, and use the ball as a trampoline. Without the ball, Glover can do both regular and double jumps, cartwheel, fist slam, locate the ball and garibs, and grab the ball. While walking on the ball, the controls are reversed. On the easy difficulty, walking on the ball is automatic while moving the ball across water. However, bonus stages are unavailable.
The ball can also be magically transformed into one of four main ball forms: rubber ball, ballbearing, bowling ball, and the ball's original crystal form. With a cheat code, the ball can be transformed into a power (high-bounce or super) ball. The rubber form gives the greatest amount of abilities for the ball. It can easily be bounced, slapped, thrown, and even float on water. The bowling ball form allows the ball to not break easily, sink in deep water, and kill enemies by slapping it. The ballbearing form gives precise control over the ball, can be used to throw and slap the ball more carefully and is also magnetic. The crystal form floats on water and is very fragile, but gives Glover double points for each obtained Garib. The power ball can be used to bounce to higher places, and Glover can slap and throw it farther than in any other forms. Throughout the stages, there are also plenty of magic potions that help Glover by giving him power-ups for a certain amount of time.
If the ball gets destroyed or Glover loses all three hearts, Glover loses one life and must start from the beginning of the stage or from the last checkpoint.
Plot.
In a fictional land known as the Crystal Kingdom, a wizard rules from his large castle known as the Crystal Castle. The life force of the kingdom is made up of seven crystals that rest on the spires of Crystal Castle. The wizard is accompanied by a pair of magical, sentient gloves to aid him in creating strange potions and spells. One day, the wizard accidentally mixes the wrong batch of potions in his cauldron, causing a large explosion that sends his gloves flying and turns the wizard into a statue. The right glove, named Glover, flies out the window and lands safely onto the ground, while the left one lands in the cauldron, turning him into an evil glove known as "Cross-Stitch". The explosion also causes the land to become distorted and shakes the crystals from the spires, hurdling toward the ground. Glover notices the falling crystals and casts a spell to transform the crystals into rubber balls to prevent them from shattering. Six of the seven crystals bounce away in all directions, entering different areas of the kingdom.
Glover realizes that he must find the seven crystals and restore them to the fountain underneath the castle. He traverses from realm to realm and must protect the rubber balls at all costs. As he does, Cross-Stitch attempts to thwart him by setting traps and creating monsters. Glover, however, is able to overcome the obstacles created by Cross-Stitch with his magical skills and retrieve the crystals. The world is gradually restored to its former state as each crystal is retrieved and returned to the castle. In the end, Glover fights Cross-Stitch in an outer space–themed realm, and recovers the last crystal. The wizard is brought back to life and uses his magic with Glover's aid to purify Cross-Stitch, thus restoring everything to the way it was.
Development.
"Glover" was developed by Interactive Studios and published by Hasbro Interactive. The game was originally announced at E3 1998, later it was reported that the game was 60% completed on August 1998. Two months later in October, the game was reported to be 70% completed. During late in development, it was reported that Glover would have required the character to cross water.
Reception.
For the Nintendo 64 version, "Glover" received generally positive reviews by critics. Matt Casamassina of IGN praised the Nintendo 64 version, specifically on its gameplay and sound. They wrote that the music matched the levels "perfectly". John Broady of GameSpot recommended the game for patient players in search of a challenge. Paul Hales of PC Zone gave it a 67% stating, "It's all good, clean, harmless fun in reasonably 3D rendered landscapes." Edge magazine gave the game a 7 out of 10 stating it wasn't all that original but also stated that the game provides regular surprises that make it an entertaining game.
"Next Generation" reviewed the Nintendo 64 version of the game, rating it three stars out of five, and stated that "with interesting level designs, a challenging structure for item collection, and bright, competent visuals, "Glover" does manage to provide a refreshing angle on typical platformers."
Despite positive reviews for the Nintendo 64 version, the PlayStation version was heavily panned by critics. Matt Whine of IGN gave the PlayStation version a "Terrible" 2.6. They wrote that the game "looks bad" in comparison with both the Nintendo 64 version and other PlayStation games. Miguel Lopez of GameSpot also criticizes this version, stating that "Glover, despite its interesting play mechanics, seems to have lost its soul in the port from the N64." PC Zone gave the game 56% stating, "There's no denying Glover is bizarre, but at the same its not particularly interesting. The standard trudge through obligatory ice world, water world and space world, flicking switches as you go, hardly constitutes as enthralling gameplay."
Cancelled sequel.
In July 1999, Interactive Studios announced a sequel titled "Glover 2" was being developed after the first one was released. The game was set to continue where the story of the first game left off and would have a more complete story that would unravel as the game progressed. Gameplay features of "Glover 2" would have been similar to the original game with enhancements for hand/ball physics, enhanced graphics, and a new multiplayer mode. The game was expected to release in mid-1999 for the Nintendo 64, then PlayStation and Dreamcast the following year, but it ended up getting cancelled along with another N64 game from Interactive Studios, . On October 2011 it was reported that Nesworld.com acquired a prototype cartridge of the game and had released a ROM hack and a video of the game. On February 25, 2015 James Steele, a programmer formerly of Interactive Studios, released a blog entry detailing the reasoning of the cancellation of the game. Publisher Hasbro had planned on acquiring 150,000 units of N64 cartridges for the game. At the time, Nintendo had a special deal that would give a discount when purchasing more cartridges. An employee of Hasbro in charge of ordering the cartridges bumped the amount to 300,000 units. Hasbro was left with approximately 150,000 units as retailers didn't want any additional stock, costing Hasbro roughly half-a-million dollars worth of stock that could not be sold. Hasbro was forced to take a hit on all of the extra cartridges it ordered and decided to cancel the project due to its financial situation along with the bad reputation the situation had caused. The game was around 80-85% completed before development ceased.
Future.
In 2017, Piko Interactive, a game company focused on re-releasing old video games, physically acquired several properties from Atari SA including "Glover". The company has since stated their intent to produce a re-release of "Glover" for newer platforms such as Steam, as well as finish and release the Nintendo 64 version of "Glover 2".


HIMEMX.EXE


Apple A8

The Apple A8 is a 64-bit ARM-based system on a chip (SoC) designed by Apple Inc. It first appeared in the iPhone 6 and iPhone 6 Plus, which were introduced on September 9, 2014. Apple states that it has 25% more CPU performance and 50% more graphics performance while drawing only 50% of the power of its predecessor, the Apple A7. The 1.1GHz and 1.4GHz variants were discontinued with the release of iOS 13 in 2019, but updates for the 1.5GHz variant are still being supported.
Design.
The A8 is manufactured on a 20 nm process by TSMC, which replaced Samsung as the manufacturer of Apple's mobile device processors. It contains 2 billion transistors. Despite having twice the number of transistors of the A7, the A8's physical size has been reduced by 13% to . The A8 uses LPDDR3-1333 RAM on a 64-bit memory interface; in the iPhone 6/6 Plus, sixth generation iPod touch, and HomePod, the A8 has 1 GB RAM included in the package. Meanwhile, the A8 in the iPad Mini 4 and 4th generation Apple TV is packaged with 2 GB RAM.
The A8 CPU has a per-core L1 cache of 64 KB for data and 64 KB for instructions, an L2 cache of 1 MB shared by both CPU cores, and a 4 MB L3 cache that services the entire SoC. As its predecessor, it has a 6 decode, 6 issue, 9 wide, out-of-order design.
The processor is dual core, and as used in the iPhone 6 has a frequency of 1.4 GHz, supporting Apple's claim of it being 25% faster than the A7. It also supports the notion of this being a second generation enhanced Cyclone core called Typhoon, and not an entirely new architecture which would supposedly mean a more significant performance gain per Hz.
The A8 also integrates a graphics processing unit (GPU) which is a 4-shader-cluster PowerVR Series 6XT. However the GPU features custom shader cores designed by Apple.
On October 16, 2014, Apple introduced a variant of the A8, the A8X, in the iPad Air 2. Compared with the A8, the A8X has an enhanced 8-shader-cluster GPU and improved CPU performance due to one extra core and higher frequency.
Patent litigation.
The A8's branch predictor has been claimed to infringe on a 1998 patent. On October 14, 2015, a district judge found Apple guilty of infringing U.S. patent , "Table based data speculation circuit for parallel processing computer", on the Apple A7 and A8 processors. The patent is owned by Wisconsin Alumni Research Foundation (WARF), a firm affiliated with the University of Wisconsin. On July 24, 2017, Apple was ordered to pay WARF $506 million for patent infringement. Apple filed an appellate brief on October 26, 2017, with the U.S. Court of Appeals for the Federal Circuit, that argued that Apple did not infringe on the patent owned by the Wisconsin Alumni Research Foundation. On September 28, 2018, the ruling was overturned on appeal and the award thrown out by the U.S. Federal Circuit Court of Appeals. The patent expired in December 2016.


CONFIG.BAT


List of Intel Pentium III microprocessors

The Pentium III from Intel is a sixth-generation CPU targeted at the consumer market.
Videogame consoles.
"Coppermine-128" (180 nm).
A modified version of Coppermine was developed for Microsoft's Xbox game console. The only significant change was that the chip lost half of its L2 cache, dropping it down to 128 KB. Unlike the Celeron Coppermine variant with the same size L2 cache, but reduced 4-way L2 cache associativity, Xbox's Coppermine core kept all of its 8-way L2 cache associativity from the Pentium III. This means that the Xbox CPU's L2 cache is more efficient than Celeron's. The Xbox CPU was manufactured onto the same Micro-PGA2 packaging as notebook chips.


Chrome S20 series

Chrome 20 Series is a graphics accelerator by S3 Graphics, the successor of GammaChrome S18.
Overview.
The Chrome 20 series was introduced on March 11, 2005 with the Chrome S25 and Chrome S27 as launch products. Similar to the GammaChrome S18 PCI Express which preceded it, S20 was marketed to the low and mid range of the graphics card market, with the Chromotion 3 Video Engine and low power consumption as main selling points.
The S20 series marked S3's first products utilizing Fujitsu's 90 nm process. This enabled a significant increase in clock speeds over prior S3 products, and the Chrome 20 series could use 32-256MiB GDDR1 or GDDR3 memory at maximum if 700 MHz, or 64-512MiB GDDR2 memory at a maximum of 500 MHz. The S20 was also S3's first GDDR3 enabled product - with the memory interface supporting 32, 64, or 128-bit of GDDR1, GDDR2 or GDDR3 memory.
Similar to Radeon X1000 series, texturing units and raster operators are separated from pixel shaders. Chrome 20 has 4 vertex shaders, 8 pixel shaders, 4 texturing units, 4 raster operators.
Display controller now integrates a single-link TMDS transmitter, with support of dual-link using external transmitters.
Other new features supports the multi-GPU technology MultiChrome and AcceleRAM.
Chromotion 3.0.
This revision of Chromotion Engine adds support of nonlinear video scaling, commonly used by wide screen television sets. TV encoder now supports 18 DTV ATSC formats:
MultiChrome.
"MultiChrome" is a technique to couple multiple graphics chips for better performance. It was first used in the Chrome S20 series and later in Chrome 400 series graphics processors. The methods used by MultiChome are Alternate frame rendering and Split Frame Rendering. The technology is comparable to NVidia's SLI and ATi/AMD's Crossfire multi video adapter solution.
At the moment, due to the speed of the Chrome S20 and Chrome 400 chipsets, no special connectors are required to bridge both cards to activate MultiChrome. Also, unlike NVidia or ATi's solution, the technology is not locked to a particular chipset.
AcceleRAM.
"AcceleRAM" feature allows the graphics card to cache data to the system memory if more is needed, similar to HyperMemory.
Chrome S27.
Chrome S27 is currently the flagship series for Chrome S20. It is targeted at the low to mid end of the graphics card market. Another main selling point is its very low power consumption and thus heat output even with comparison to similarly targeted graphics cards from NVIDIA and ATI making it suitable for HTPC setups. Its memory uses either DDR1, DDR2 or GDDR3 with 128mb or 256mb flavours. The core runs at 700 MHz.
Chrome S25.
Chrome S25 is a lower speed version, running at 600 MHz core and 400 MHz memory. It is targeted at the low end of the graphics card desktop market. The processor consumes at low as 9W of power. Chrome S25 is advertised to support AcceleRAM. MultiChrome is supported.
Chrome XMS20 Series.
Chrome 20 Series mobile, or Chrome XMS20 Series, is the mobile variant of Chrome S20 series, which has integrated 64 or 128MiB 64bit GDDR3 SDRAM as multi-package module, integrated 2 channel LVDS transmitter. Power management features include dynamic clock gating, panel lighting control. Products include Chrome XMS25, Chrome XMS27, with ultra low power versions of the processor available.
Retail products.
As of May 2006, most of the Chrome S27s available in retail are made by S3 Graphics itself. The Chrome S27 is sold at the company's own "GStore" where it is sold alongside a 128MiB version and a Gammachrome S18 Pro and certain online retailers like Newegg. However, they can be bought as a 256mb DDR2 (clocked at 800 MHz) version in China under the Axper brand and a 256MiB DDR3 (clocked at 1200 MHz version in Japan under the brand XIAi.
Although S3 graphics does not sell Chrome S25 video cards, they can be found under the Xiai brand in Japan and the Axper brand in China. Both these cards have their GPU clockspeed and memory clocked 100 mHz higher than the default specification giving a 700 MHz memory and 500 MHz GPU clock speeds.
Clock Speed Record.
The Chrome S27 on May 2006, held the record for the highest GPU clockspeed of 700 MHz. However, performance does not depend on clock speed alone allowing it to be beaten by lower clocked cards.