Wk7L1 - Graphics & Frame Buffers Flashcards
What is VGA, and when was it introduced?
VGA (Video Graphics Array) is a video standard introduced by IBM in 1987. The original resolution was 640x480 with 16 colors, and it uses an analog signal, which can degrade quality over long transmissions.
What is the main disadvantage of the VGA interface compared to modern digital interfaces like HDMI?
VGA is analog, so signal quality degrades over long distances, especially at high resolutions, unlike HDMI, which is digital and provides higher resolutions with no signal degradation.
What is a FrameBuffer?
A FrameBuffer is a portion of a computer’s memory that stores a bitmap of the image to be displayed on the screen.
How was the Atari 2600 different from modern systems in terms of FrameBuffer?
The Atari 2600 from 1977 had no FrameBuffer because memory was too expensive. It used sprites and video beam programming to display images on the screen.
What is double buffering, and why is it used?
Double buffering uses two frame buffers: a front buffer for displaying images and a back buffer for rendering. This allows for smoother updates and reduces visual artifacts like flickering.
What is the purpose of triple buffering?
Triple buffering adds a third buffer to smooth out frame rates further in high-performance video games, reducing visual stuttering.
What are some modern optimizations used in video games related to FrameBuffer management?
Modern games use techniques like DLSS (Deep Learning Super Sampling) and FSR (FidelityFX Super Resolution) to manage rendering and output resolutions, improving performance.
What are the key differences between VGA, HDMI, DVI, and DisplayPort?
VGA is analog, while HDMI, DVI, and DisplayPort are digital interfaces.
HDMI and DisplayPort support higher resolutions and faster refresh rates.
DVI can transmit both analog and digital signals depending on the variant (DVI-A, DVI-D, DVI-I).
How does the FrameBuffer size affect performance in graphical systems?
Larger frame buffers allow for higher resolutions and more detailed images but require more memory and processing power. The performance can also be influenced by the synchronization and refresh rate of the buffers.