5 ms·
What's the resolution on the touch bar?
by jdalgetty 10y ago
What's the resolution on the touch bar?
- khedoros1 10y ago2170x60
- astrodust 10y agoI can only imagine the company sourcing these displays thought that was a typo. It's such a crazy aspect ratio. In another universe that touchbar would be used to relentlessly hound people with advertising since a classic 468x60 ad would snug right in there.
- toyg 10y agoGive it a few months, and that "other universe" will silently merge with our own. YOU HAVE BEEN INFECTED - CLICK HERE TO CLEAN IT! <click> ... <touchbar gets full of jumping monkeys> HIT THE MONKEY TO WIN $$$$$ !
- lloeki 10y agoJust wait for the Chrome team to make it have a JS API
- drcode 10y agoThey probably thought Apple was building one of these: http://www.startrek.com/database_article/la-forge-Geordi http://www.startrek.com/database_article/la-forge-Geordi
- walrus01 10y agohttp://knowyourmeme.com/memes/can-t-see-shit-captain http://knowyourmeme.com/memes/can-t-see-shit-captain
- nkrisc 10y agoWhy stop at one when you can fit four?
- Achshar 10y agoWouldn't something like Mario be a better fit for that resolution.
- khedoros1 10y agoGameplay would be rough, but it would be cool to modify an emulator to render a level preview into the Bar, with a yellow box showing the current player location, or something.
- zokier 10y agoI think NES Mario was originally rendered at 240px height with 16x16 tiles, so to fit that into 60px tall display would neatly be a div by four, with 4x4 tiles. Could be barely playable as-is, and definitely usable as a "minimap"
- khedoros1 10y agoYep, The NES's original rendering is 256x240, naturally stretched to a 4:3 aspect ratio. Since TVs tended to be a little "off", Nintendo also recommended not putting anything important in the top+bottom 8 pixels, so all the important info should be in an area 256x224. The hardware used 8x8 tiles, 16x16 color zones in the background, and could group foreground sprites into 8*16 pairs. Games also triggered various interrupts and flag registers based on tile location+overlap, so you'd need to render at the full size, then scale down for display.
- biot 10y agoSideways Tetris. Or find a way to have a simple multiplayer game share the same keyboard. 8 people at 270x60 would allow for one window each.
- oneeyedpigeon 10y agoOr you could have a really slow, boring, easy version of Pong...
- 10y ago
- dividuum 10y agoSo the perfect resolution to have a 22 player coop run. 96x60 should be enough to play. I think our mobile phone in a slide projector project we did 14 years ago should proof that. Of course we also ran doom on that one. You can see the project here: https://dividuum.de/download/beamer/ https://dividuum.de/download/beamer/