Path: chuka.playstation.co.uk!tjs From: tjs@cs.monash.edu.au (Toby Sargeant) Newsgroups: scee.yaroze.freetalk.english Subject: Re: Game / Demo Competition.... Date: 8 Jul 1998 06:44:15 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 16 Message-ID: References: <6nlf6k$6102@scea> <35A10C71.E193D187@jps.net> <35a157c7.862833@www.netyaroze-europe.com> <35A1A1B8.F2BEE57@shell.jps.net> <35A2F42B.59625FEB@sinclair.net> NNTP-Posting-Host: indy16.cs.monash.edu.au X-Newsreader: slrn (0.9.5.1 UNIX) On Tue, 07 Jul 1998 21:23:07 -0700, Joshua Meeds wrote: >That's the case - PAL is higher resolution, 512 lines instead of 480. [576, acutally, at full overscan, for PAL. don't know the figure for NTSC] >Because of this, it takes longer to draw the screen, thus PAL only goes >at 50 Hz instead of 60 Hz. If you write your game to go at 50 Hz and >the lower resolution of NTSC, you'll have the least of both worlds, so >the game will work on both systems. Seems like the best solution would be to write your game for (a virtual) 300Hz display, and only display every 5th or 6th frame. Otherwise, to convert 60Hz to 50Hz, you have to skip an update every 6th frame, which is likely to be really gross. toby.