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Lee_Stricklin wrote:In my opinion anything over 15 inches (provided you less than ten feet away) is unnecessary. Sure it's cool to have most of your real-life FOV covered, but if your eyes are as sharp as mine you'll see a grid (well not a grid really) pattern on your screen. If you go big you'll need gratuitous resolution.

Lee_Stricklin wrote:In my opinion anything over 15 inches (provided you less than ten feet away) is unnecessary.

[-z-] wrote:Lee_Stricklin wrote:In my opinion anything over 15 inches (provided you less than ten feet away) is unnecessary.
stopped reading here.
you don't do serious work if you think this is true.
It's much easier to write code and edit graphics on a larger monitor.
Mr. Bougo wrote:What he meant is that increasing the size while keeping the same resolution lowers the pixel density, which is uncomfortable to him.
Lee_Stricklin wrote:In my opinion anything over 15 inches (provided you less than ten feet away) is unnecessary. Sure it's cool to have most of your real-life FOV covered, but if your eyes are as sharp as mine you'll see a grid (well not a grid really) pattern on your screen. If you go big you'll need gratuitous resolution.
My monitor:
ViewSonic G70fmb
15 inches diagonal
Old-ass tech VGA Cable
Price: $15 USD used at local used PC store
1280 x 1024 (56 rows away from 1080 resolution) @ 60Hz
Performance: The box art of Unreal Anthology matches the installation screen in the black levels, brightness, saturation, and color, as well as sharpness (actually the monitor is sharper)
Lee_Stricklin wrote:I'm sitting back at least 4 feet away from my monitor and I can still see individual pixels most of the time (unless I'm screwed up) even when I'm fragging. That reminds me, I gotta my eyes checked I got some whack-ass vision.


plastik.net wrote:Quake 3 running at 10240x3072 resolution at 15-30 FPS

Mr. Bougo wrote:... there's no "1" hiding somewhere...