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  2. List of computer display standards - Wikipedia

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

    A widely used de facto standard, introduced with XGA-2 and other early "multiscan" graphics cards and monitors, with an unusual aspect ratio of 5:4 (1.25:1) instead of the more common 4:3 (1. 3:1), meaning that even 4:3 pictures and video will appear letterboxed on the narrower 5:4 screens. This is generally the native resolution—with ...

  3. 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.

  4. List of common display resolutions - Wikipedia

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

    The vertical resolution is usually a multiple of 8 or 16 pixels due to most video codecs processing pixels on such sized blocks. A widescreen FHD video can be 1920 × 800 for a 12∶5 ratio or 1920 × 1040 for roughly 1.85 × 1, for instance.

  5. Display aspect ratio - Wikipedia

    en.wikipedia.org/wiki/Display_aspect_ratio

    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. Used on some modern devices such as the iPad. 3:2 (1.5:1)

  6. Display resolution - Wikipedia

    en.wikipedia.org/wiki/Display_resolution

    1080p progressive scan HDTV, which uses a 16:9 ratio. Some commentators also use display resolution to indicate a range of input formats that the display's input electronics will accept and often include formats greater than the screen's native grid size even though they have to be down-scaled to match the screen's parameters (e.g. accepting a 1920 × 1080 input on a display with a native 1366 ...

  7. Field of view in video games - Wikipedia

    en.wikipedia.org/wiki/Field_of_view_in_video_games

    The terms Hor+, static (previously anamorphic), pixel-based, Vert-and stretch are widely used in gaming discussions to describe how different video games change field of view dependent on the aspect ratio of the rendering resolution. The terms were originally coined by members of the Widescreen Gaming Forum. [6]

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