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  2. Display aspect ratio - Wikipedia

    en.wikipedia.org/wiki/Display_aspect_ratio

    Aspect ratio Example resolutions Notes 1:1 1920×1920 Used in some desktop and professional monitors. 5:4 (1.25:1) 1280×1024: Common until the early 2000s. 4:3 (1. 3:1) 1024×768, 1600×1200 The standard aspect ratio for computer software, videogames, and analog video until the 2000s, as well as for early 35 mm film.

  3. List of common display resolutions - Wikipedia

    en.wikipedia.org/wiki/List_of_common_display...

    The difference is that whilst D1 has a 4:3 aspect ratio 960H has a 16:9 widescreen aspect ratio. The extra pixels are used to form the increased area to the sides of the D1 image. The pixel density of 960H is identical to standard D1 resolution so it does not give any improvement in image quality, merely a wider aspect ratio.

  4. Display resolution standards - Wikipedia

    en.wikipedia.org/wiki/Display_resolution_standards

    The 1280 × 1024 resolution is not the standard 4:3 aspect ratio, instead it is a 5:4 aspect ratio (1.25:1 instead of 1. 3:1). A standard 4:3 monitor using this resolution will have rectangular rather than square pixels, meaning that unless the software compensates for this the picture will be distorted, causing circles to appear elliptical.

  5. List of computer display standards - Wikipedia

    en.wikipedia.org/wiki/List_of_computer_display...

    The nearly-square (but landscape) aspect ratio and coarse pixel resolution gave these games a characteristic visual style. Colour depth ranged from 4 colours (2 bpp) with the original Game Boy, through 16–32 colours (45 bpp) with the Game Gear, to a maximum of 56 colours (equivalent of 6 bpp) from a wider palette with the Game Boy Color.

  6. Display resolution - Wikipedia

    en.wikipedia.org/wiki/Display_resolution

    The availability of inexpensive LCD monitors made the 54 aspect ratio resolution of 1280 × 1024 more popular for desktop usage during the first decade of the 21st century. Many computer users including CAD users, graphic artists and video game players ran their computers at 1600 × 1200 resolution ( UXGA ) or higher such as 2048 × 1536 ...

  7. Ultrawide formats - Wikipedia

    en.wikipedia.org/wiki/Ultrawide_formats

    The 64:27 aspect ratio is the logical extension of the existing video aspect ratios 4:3 and 16:9. It is the third power of 4:3, whereas 16:9 of widescreen HDTV is 4:3 squared. This allows electronic scalers and optical anamorphic lenses to use an easily implementable 4:3 (1.3 3 ) scaling factor.

  8. Aspect ratio (image) - Wikipedia

    en.wikipedia.org/wiki/Aspect_ratio_(image)

    4:3 (1.33:1) (generally read as Four-Three, Four-by-Three, or Four-to-Three) for standard television for fullscreen aspect ratio 1.33:1 has been in use since the invention of moving picture cameras, and many computer monitors used to employ the same aspect ratio. 4:3 was the aspect ratio used for 35 mm films in the silent era.

  9. Extended Display Identification Data - Wikipedia

    en.wikipedia.org/wiki/Extended_display...

    The number of vertical pixels is calculated from the horizontal resolution and the selected aspect ratio. ... Image aspect ratio: 00 = 16:10 01 = 4:3 10 = 5:4