Vistaus Yes, it is resonable to assume when first market/user oriented 128-bit PC comes, 32-bit would be like 16-bit in days when 64-bit was introduced, however, look how fast industry moved to 32-bit when it was introduced in consumer/user sector compared to 64-bit. You got already in Windows 95 and adoption rate was "forced" (there was no 16-bit versions of Windows afaik, even tho 16-bit DOS kernel and layers were used). But transition to 64-bit took so much more time, it's resonable to assume that no one will rush towards 128-bit in consumer market, especially when there was no realistic need, regardless if it's office or not, if limitation is "physical" and if just one "use case" is affected by that limitation, you can expect push towards it, and I simply do not see it anytime soon (meaning 3 to 10 decades) for consumer market. I could be totally wrong, but it is huge streach to assume that consumer market would use 18 million terabytes in next 100 years, and I seriously doubt that consumer market would ever approach near that number, and reasons are mainly of physical limitations, unlike in the past where reasons were mainly a technological limitation. Unless we are talking quantum computing that might do a revolution, but then, talking about number of bits becomes useless, and I do not really understand how qbits address and use memory in those experimental computers, and even less I understand what is actual memory for computing? Is it physical electronic object/transistor or is it on atomic/sub atomic base?
dungeon I can't, because I see completly different problem compared to what was the problem historically, that doesn't make me right on the matter, it's just what I see .
As for resolution, yeah I see your point, I expressed myself badly, what I ment to say is that game have its resolution that is not native to LCD displays. I know that NES used 8:7 AR, every decent emulator actually have that option, some (like nestopia i think) even force 8:7 by default. However, as many others, I've used to play those games on 4:3 AR on CRT television, so I'm used to it "from the begining". The thing is, LCD's have native resolutin, and that's their main disadvantage compared to CRT's that can scale and look great at any of the resolutions used by games (as it is shown in the video you linked, it's more on developers hands to choose).
As an side note, there were other things that can make retro-gaming more confusing to the people not familiar with hardware and regions. For example, I used to play Sega Genessis (known as Mega Drive in Europe) in PAL region, that was 50Hz, however, Japan and US (and some others) used NTSC (60Hz) standard, and because it have a lot to do with frequency of electrical grid implementation, and since Sega (and other consoles) were Japanesse of origin, they are created with NTSC on mind. Long story short, I used to play Sonic for the first time on PAL system, and forget about it, latter, when I attempted emulation back in 2000's for retro, I had a "feeling" that game is really different, but because a lot of time has passed since the last time I played I didn't figure out what the problem was (and teh fact that I got NTSC ROM's from the CD didn't help either...). Only latter I found out that the game was faster because it was emulated on NTSC standard, and that ROM's were NTSC, by that time I have used to it, and PAL felt strange to me.
dungeon I can't, because I see completly different problem compared to what was the problem historically, that doesn't make me right on the matter, it's just what I see .
As for resolution, yeah I see your point, I expressed myself badly, what I ment to say is that game have its resolution that is not native to LCD displays. I know that NES used 8:7 AR, every decent emulator actually have that option, some (like nestopia i think) even force 8:7 by default. However, as many others, I've used to play those games on 4:3 AR on CRT television, so I'm used to it "from the begining". The thing is, LCD's have native resolutin, and that's their main disadvantage compared to CRT's that can scale and look great at any of the resolutions used by games (as it is shown in the video you linked, it's more on developers hands to choose).
As an side note, there were other things that can make retro-gaming more confusing to the people not familiar with hardware and regions. For example, I used to play Sega Genessis (known as Mega Drive in Europe) in PAL region, that was 50Hz, however, Japan and US (and some others) used NTSC (60Hz) standard, and because it have a lot to do with frequency of electrical grid implementation, and since Sega (and other consoles) were Japanesse of origin, they are created with NTSC on mind. Long story short, I used to play Sonic for the first time on PAL system, and forget about it, latter, when I attempted emulation back in 2000's for retro, I had a "feeling" that game is really different, but because a lot of time has passed since the last time I played I didn't figure out what the problem was (and teh fact that I got NTSC ROM's from the CD didn't help either...). Only latter I found out that the game was faster because it was emulated on NTSC standard, and that ROM's were NTSC, by that time I have used to it, and PAL felt strange to me.
Comment