3 ms·
"That’s why we GameDevs prefer formats like PNG that don’t subsample." Can anyone explain why we have this disconnect between video/monitor standards and bitma
by seanalltogether 13y ago
"That’s why we GameDevs prefer formats like PNG that don’t subsample."
Can anyone explain why we have this disconnect between video/monitor standards and bitmap/png standards? What would be the problem with doing 8/10/12 bit RGB front to back, or YCbCr front to back?
- bryanlarsen 13y ago3840 * 2160 * 36 bits * 60 Hz = 18 GBits/second, which is more than an HDMI 2.0 cable can handle, especially once you add audio and framing.
- jfb 13y ago18Gb/sec.
- jfb 13y agoHistorical accident.
- sliverstorm 13y agoSimply because in digital media, you pretty much always need to prepare your golden master with material better than the reproduction equipment. The reproduction equipment has no need to support 240fps, 36bit color, 12k resolutions... that would be a total waste of money on hardware. But when editing the media, the extra quality is useful. Audio does the same thing. Most music is 44.1kHz sample rate, sometimes 48kHz. Studios might record in 96kHz or more; the human ear can't appreciate 96kHz and most hardware can't play it, but when the mix it, the result has fewer distortion/artifacts.