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Alienware's Curved Monitor

ViperArrow writes "Alienware has showcased a curved display prototype supporting a resolution of 2880x900, aimed mainly toward gamers, with a refresh rate of .02ms. This 3-foot-wide DLP with LED illumination will be available by the second half of 2008. The monitor is still showing some flaws, but Alienware assures us that these will be gone by release. No price has been revealed as of yet."

9 of 269 comments (clear)

  1. Re:hmm by Smidge204 · · Score: 3, Informative

    Aha. The article says 0.02ms response time not refresh rate. Very different measurement there. The incorrect summary fogged my mind when reading the article... 0.02ms response time is slightly more believable.... not my much though. It's about 100x faster than current consumer-grade units (2-3ms).

    =Smidge=

  2. Re:Here's a picture... by Joe+Snipe · · Score: 4, Informative

    since the linked article doesn't have one...

    No, they didn't have one. They had nine. And a video.

    --
    Sometimes, life itself is sarcasm...
  3. Re:Here's a picture... by crymeph0 · · Score: 3, Informative

    GP's probably running NoScript in FireFox. I had to temporarily allow scripts from gawker.com to see the pictures and video.

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    It should be illegal to say that freedom of speech should be limited.
  4. Re:hmm by Amouth · · Score: 4, Informative

    actualy DLP chips have amazingly high responce time.. and being that the industry tends to measure responce time from gray to gray instead of white to black... i can very well see .02ms response time for the DLP chip.. but at that rate it is the color wheel that will be the limiting factor as the mirror can't reflect light that isnt' there yet.. if you think about how DLP works..

    you have a grid of little onchip mirrors.. that tilt back and forth.. you have a color wheel that spins at high rpm and a blub shining throuhg it.. for a specific color to be shown the mirrors in sync with the wheel tilt to allow a certin amount of the light from the wheel through. if you have a color wheel going at say 10k rpm 3 colors in the wheel (more modern ones are using 6 and 12 color wheels to help prevent rainbow effect) each mirror has a color option 500 times a second wich means 2ms to switch from solid to solid with only a 3 color wheel.. but if you had say a green then it would be blue and yellow both and no for red. which means 2ms/3 mirror movements so .66ms responce time on the mirror.. now if you double the color wheel options you must increase the responce time.. by the same factor.. 6 color wheel = .33ms responce time 12 color wheel = .166ms response time..

    while i will agree that .02 responce time is insane (providing use of a 64 color wheel) i am willing to bet that it is more like 0.2 ms responce time.. as 2ms would be a very plain cheep projector..

    but DLP is by far better than LCD at responce time..

    --
    '...if only "Jumping to a Conclusion" was an event in the Olympics.'
  5. Re:hmm by TheRaven64 · · Score: 5, Informative

    480 is the number of lines in an NTSC picture. You probably live in an area with a slightly less primitive colour TV encoding. PAL encodes 625 lines, although only 576 are visible. Since PAL picture have 20% more vertical resolution, standard definition TV in the USA and other places which use NTSC looks terrible to someone used to PAL (the colour reproduction is very poor too, leading to claims that it stands for Never The Same Colour). It's probably one of the reasons why HD is doing better in the USA than Europe; the quality difference is much more apparent.

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  6. Re:That's a lot of pixels! by Have+Blue · · Score: 3, Informative

    Many modern games will let you specify arbitrary pixel dimensions and aspect ratio, either with the console or by hand-editing the config file. I imagine it'll make the HUD look a little weird.

  7. Wallhacker eh? by tepples · · Score: 3, Informative

    I have three screens at home running on two adapters (512M video ram). It'd be nice to be able to use all the extra real estate to cheat at StarCraft or Command and Conquer for example. The number of square meters of the battlefield that each player can see is one of the game rules. If you increase an overhead RTS like StarCraft from 640x480 to 1280x960, you don't quadruple how much battlefield you can see; instead, you just increase how much detail is shown in each texture. This detail can be real (hi-res texture packs) or fake (smart line art resizer).
  8. Re:4 Monitors in one? by Fieryphoenix · · Score: 3, Informative

    TFS says it is not an LCD at all. As stated in the video, it's a rear-projection DLP. It has four elements, the joins of which are not currently seamless. Common LCD sizes have no relevance in this case, but at least you're thinking.

  9. Re:hmm by Trixter · · Score: 4, Informative

    NTSC has many flaws, but the higher refresh rate is an advantage to a country that seems to live and die by its professional sports Since all pro sports games are transmitted/recorded at the full 60Hz framerate (ie. there is a new piece of temporal information every 1/60th of a second), they are more fluid than PAL.

    That's a very minor issue, though; the bigger issue is how movies are transferred to PAL -- standard transfer is to speed them up 6% to translate 24fps to 25fps. Up until very recently, that altered the pitch of the sound! Thankfully newer transfer methods are able to speed up the audio without altering the pitch.