Or 128K of ram and 400 kb disk for that matter.
Or 128K of ram and 400 kb disk for that matter.
The "high color" (16 bit) mode was 5:6:5 bits per channel, so 16 bits per pixel.
> So 153,600 bytes for the frame buffer.
And so you're looking at 614.4 KB (600 KiB) instead.
To be frank, I wasn't aware such a mode was a thing, but it makes sense.
In 1985, and with 512K of RAM. It was very usable for work.
Games used either 320h or 640h resolutions, 4 bit or fake 5 bit known as HalfBrite, because it was basically 4 bit with the other 16 colors being same but half brightness. The fabled 12-bit HAM mode was also used, even in some games, even for interactive content, but it wasn't too often.
Btw I was a teenager when those Denthor trainers came out and I read them all, I loved them! They taught me a lot!
For example, NVIDIA GPU drivers are typically around 800M-1.5G.
That math actually goes wildly in the opposite direction for an optimization argument.
They also pack in a lot of game-specific optimizations for whatever reason. Could likely be a lot smaller without those.
The EGA (1984) and VGA (1987) could conceivably be considered a GPU although not turning complete. EGA had 64, 128, 192, or 256K and VGA 256K.
The 8514/A (1987) was Turing complete although it had 512kB. The Image Adapter/A (1989) was far more powerful, pretty much the first modern GPU as we know them and came with 1MB expandable to 3MB.
The PGC was kind of a GPU if you squint a bit. It didn't work the way a modern GPU does where you've got masses of individual compute cores working on the same problem, but it did have a processor roughly as fast as the host processor that you could offload simple drawing tasks to. It couldn't do 3D stuff like what we'd call a GPU today does, but it could do things like solid fills and lines.
In today's money the PGC cost about the same as an RTX PRO 6000, so no-one really had them.
WTF? Tell me more!
I have one, but I have no matching screen so I never tried it... Maybe it's worth finding a converter.
That said, OSs came with a lot less stuff then.
True. And it's still around. It's FOSS now, runs natively on a Raspberry Pi 1-400 and Zero, and has Wifi, IPv6, and a Webkit browser.
Sure we could go back... Maybe we should. But there are lots of stuff we take for granted to day that were not available back then.
It's hinted at in this tutorial, but you'd have to go through the Programmer's Reference Manual for the full details: https://www.stevefryatt.org.uk/risc-os/wimp-prog/window-theo...
RISC OS 3.5 (1994) was still 2MB in size, supplied on ROM.
P.S. I should probably mention that there wasn't room in the ROM for the vector fonts; these needed to be loaded from some other medium.
No ssl, probably so you can access that site on the browser
I prefer to use additional RAM and disk for data not code
Probably not due to DMA buffers. Maybe a headless machine.
But would be funny to see.
Windows 3.1 was only something like 16MB of storage.
Imagine the Cray supercomputer in those days being used to run a toaster or doorbell…
If you were someone special, you got 1024x768.
Or 32K of RAM and 64KB disk for that matter.
What's your point? That the industry and what's commonly available gets bigger?