Friday, January 11th 2019
CES 2019: GIGABYTE's AORUS Monitor, Aero Laptops With NVIDIA RTX inside
GIGABYTE at CES 2019 took the lid of its ultra-secret AORUS monitor, which we covered earlier in January. It's now confirmed to be built around a 27-inch 1440p IPS panel with the flaunted 10-bit color and 144 Hz refresh rate with FreeSync support (here's hoping NVIDIA's G-Sync will support it as well). It is certified with VESA's DisplayHDR 400 (peak brightness of 400 nits). There's RGB lighting throughout the carcass of the monitor, a 90º swivel, gaming features such as Aim Stabilizer, Black Equalizer and Super Resolution, and the AORUS monitor is expected to roll out around $599.On to laptops, with GIGABYTE showcasing its Aero 15-X9 and Y-9 gaming laptops which will pack NVIDIA's RTX graphics inside (the X9 will offer an RTX 2070, while the Y9 will offer an RTX 2080). The Aero 15-Y9 will offer a 4K/60 Hz panel, but system configuration starts at 1080p/144 Hz for the Aero 15-X9. Other system specs include Intel's 8th Gen CPUs in the form of Intel's Core i7-8850H processor on the X9 and an i9 (appropriately) on the Y9, an Intel 760P SSD, Thunderbolt 3 connectivity and Killer 1150 802.11ac WiFi. There's support for Microsoft's Azure AI, an opt-in cloud-based performance enhancing solution that analyzes your system's CPU, GPU, temperatures, keyboard and audio usage data for on-the-fly adjustments.
10 Comments on CES 2019: GIGABYTE's AORUS Monitor, Aero Laptops With NVIDIA RTX inside
BTW I use a 10bit monitor...
The amount of content is really low. Unfortunately yes... but that's the reality.
Most artists working off pantone color proofs say that they can tell the difference but some paintings that are painted with less saturated colors would still look normal on both displays. In video games it is usually the particle effects that use the separations and wider gaument from the center of the color triangle to make the colors stand out from the back ground and the characters. Games that achive the best use of fore ground mid ground, back ground and distant zone, use a color shift shader so that if the object is so far from the camera it uses mip map type technology to desaturate the colors as they get further away from the player. That only works so well and usually goes too far. But when you have ten bits of color you can shift the ground to darker versions of the same primary set of colors so that if and area uses yellows the ground might have eight bit colors that are all less saturated colors, which the things projected away from the ground the buildings might use a gradient to have the lowest level be the same less satureated colors while the building that tower over the character are more saturated until the distance they are from the camera de-saturates them back to greys and more natural earth tones. Then the characters which need to be in the foreground are full ten bit range allowing for players to look different than each other and always appear to stand out from the back ground. The partial effects usually limit to not include any eight bit colors, except grey tones.
The short version Microsoft has an app that helps you find ten bit backgrounds if you have a ten bit display, but unless you think the backgrounds that you have are missing the more saturated colors then you might not actually notice the difference.
The header file for jpeg and png. The 8 bit far devices likely are because some people would use jpegs to find the missing colors. JPEG 2000 was an attempt to create a jpeg that did not have the 8 bit color limitation but all JPG files that are properly created are not limited to Adobe RGB but they sample the 12 bit colors that are there and store only the color values that are present. That is what the sampling is for. The values are sampled based on a straight line from 255 to 0 with 248 being pure white and 13 being black, so that a color that is sampled as 252 is supposed to be the missing colors that show up as brightest blue the color program can display. torquise was the brightest blue abode could display in the late ninties when it came out so all the programs that could display 12 bit analog color where wrong about what color azure was, and they eventually lost that fight with the fashion industry, but most of what people see on computer monitors is impacted by the years in which you had people who worked in the fashion and design industries and everyone else who was stuck with a lcd monitor capable of 256 separations of color. The logos stayed pantone colors because companies and corporations where not willing to be less than competitors.
JPEG 8bit FAR
1616148
R G B A
PNG 10/20 bit
161616162
R G B A Upper/Lower
Then again, leaving all that behind. Why did you quote me? I said, Windows compositor DWM does not show images in 10bpp, it is actually hard locked in 8bpp mode. It is by design, the only way showing 10bpp is using DirectX or OpenGL code path, like Adobe etc does, the windows image viewer also works in DX11 mode for that, I am not sure about UWP platform and app mode.
The more windows does wallpaper compression by default, you can feed anything to it it will compress and cripple it. What 10bpp?? What's the whole talk about it?
Having the option to select the vibrate colors and watching peopleʻs faces when you ask a focus group to chose between a scene using 8 bit color and one using 10 bit color, about six out of the ten point to the ten bit color scene and says it looks better but they have no idea why. Two of them point to the 8 bit and are usually laughing as they do and the other two go either way on the focus test. You can say DWM does not use more colors but the raster reads the pixel color not the header file. The header file is read by the program or application. The default windows color app in windows ten can read and display 14 bit gaumet color but many not all the seperations between azure and white. Windows apps can display many more seperations based on the display drivers of your device. Depending on your indiviaul system devices and if you replaced the default device with one from your manfuature you can see what azure looks like below. The azure that adobe could display is the baby blue the glow is the glow from the azure devices. If you can see a medium bright blue than you are seeing the ten bit image, if you see an almost white color you are seeing 8bit color.
It really is about giving the artists choices and not accepting that if ten percent or the end users can only see color blind colors well then they are not going to see the game correctly anyway. Windows absolultly can display 10 bit color with a ten bit monitor, if you have an 8 bit monitor there really is no point in trying to explain until you upgrade to better quality of life devices. I know they have the in lavita because one of my friends in Lithiuna used to buy computer parts two hours away because the sek did not go as far as the euro in buying computer parts.
Windows DWM -
The DXGI_OUTDUPL_DESC structure describes the dimension of the output and the surface that contains the desktop image. The format of the desktop image is always DXGI_FORMAT_B8G8R8A8_UNORM.
It is a quote from Microsoft. Don't mix up DirectX or OpenGL modes, just I said previously. Windows can produce 10bpp+ via dirextX and OGL codepath. I repeat that again. I sincerely ask you to read and check facts.