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.