liquid_sky said:
Actually, the Vectrex "raster'ed" it's text. Hence the classic lined look.
Like this:
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Instead of 1. Apparenntly it was more efficient than drawing out individual characters to raster-ize it.
(edit: Damn the dropping of extra whitespace!)
And regaridng your link...
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The main reason for it was economic -
High resolution 'raster' displays could not be made cheaply
So ,instead, pass the monitor a collection of lines, which would govern the movement of the monitor's
electron gun(s),rather than forcing the monitor to use a high horizontal scanrate so it could fit all
the 'hires' lines into one display cycle
It's like the difference between a normal printer and a printer plotter
Vector monitors were troublesome (with cases of a certain manufacture's vector monitors actually catching fire)
and they fell out of favour as it became economic to produce medium or hires raster monitors
This is incredibly, horribly wrong.
Raster displays used then were the same as raster displays used now: Standard TV tubes.
Vector screens were used because processors weren't fast enough to draw an entire screen AND keep track of much game action.
Since a vector game's processor only had to track a few points, and the screen generated the image, games could be much more complex and feature awesome graphical effects like "zooming" and rotation.
High-res displays never entered the equation, as a game's processor couldn't evemn utilize a standard display to it's fullest, much less a high-res one.
Vector displays are NOT inherently more unstable than raster ones.
The vast majority of components melting and catching fire are from horrible horrible abuses of the hardware(Tempest is one of the best known cases, as it often tries to draw very large portions outside the screen, severly overtaxing the monitor hardware and often killing it outright). If you abuse hardware, it fails. Simple fact of life. No one holds raster screens responsible for the burned in "game over"(which happens on vector screens too, but that's another story).
They fell out of favor because processors caught up with raster screens, and the vector screen became a liability instead of an asset.
The way a vector screen works has one nasty drawback: the time to draw an image varies directly with complexity.
As more objects are put on screen(or just more detailed objects), draw time goes up.
Eventually, draw time exceeds frame time, causing slowdown and(when draw time exceeds phospher persistance) really bad flicker.
See Berzerk on the Vectrex for a brutal example of the problem.