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Video
What it is
• Collection of parts and software designed to put a picture on a screen
• Monitor shows you what is going on with software (and OS)
• Primary output device for PC
• Video card, or Display Adapter handles communication between CPU and monitor
CRT Monitors
• A LOT of high voltage, resist the urge to take it apart!
Electron Guns (3)
Yoke
Electron Beam
Phosphor Coating on inside of tube
Shadow Mask
How it works
• Electron gun fires a beam of electrons
• Path of electrons is shaped by the yoke (bent)
• Electrons strike the phosphors and make them glow
• Phosphors have persistence so they continue to glow after electron beam stops
Refresh
• Electron beams sweep from left to right – across then down to next line
Horizontal Refresh Rate
Raster Line
Vertical Refresh Rate
Adjustments
• Try not to do it; the manufacturer knows better than you do.
• The video card “pushes” the monitor – that’s where changes are made
Resolution
• Number of horizontal pixels by the number of vertical pixels
640x480
800x600
Aspect Ratio
• Ratio of horizontal to vertical pixels
• 4:3 for CRT and many LCD monitors
• 16:9 for wide-screen monitors (same as theaters use)
Dot Pitch
• One significant measure of value of monitor: more expensive = lower number
Dot PitchIn millimeters
Dot pitch of .28 or less gives a nice, sharp image.
At .35 it seems like you can see the dots (TV image)
LCD (Passive) Monitors
• Light travels in waves (one definition)
• Liquid crystals tend to align with grooved surface or magnetic field.
• Aligned crystals will allow light to pass through (no electrical potential)
• Apply electrical potential and no light passes through
• This is digital, rather than analog of CRTs
LCD Pixels
Passive Matrix
• Wires in “Y” and “X” directions
• Voltage on wires allowed light to pass
• Slow response: “smeared” image
• Laptops for early years and watches today
Thin Film Transistor (TFT)
• Also called Active Matrix
• Vast improvement over Passive Matrix
• One, or more, transistors control each color dot
• Brighter, better contrast, faster, more colors and wider viewing angle
Resolution
• LCDs have a native resolution – looks best there
• Mine is 1280x1024 @ 60 Hz (19”)
• Can run lower resolution, but picture sharpness suffers – even with anti-aliasing
• Object size does not “grow” quite as quickly as monitor size
Other Measures
• Contrast Ratio: Bright to dark 700:1
• Brightness: 400 nits or 400cd/m2
• Response time: 4 ms
Projectors
• Lumens = brightness of projected image
• Throw = size of image at a certain distance from screen
• Lamps get hot quickly, need a fan to cool them and are expensive to replace
Plasma Display
• PDP – Plasma Display Panel
• Wider viewing angle and richer picture than LCD panels
• Use a lot of electricity
• Suffered from “burn in” issues where image “ghosts” on the screen
• Overscan (picture larger than display) can cut off the taskbar
Monitor Size
• CRT’s are smaller (for same size) than LCDs
Monitor size 17”
Viewable image size
15.5”
CRTLCD
Screen S
ize
15” screen size
Connections
• CRTs only use analog, 15-pin connector
• LCDs can use either analog or digital connector – DVI-I
• Video cards use RAMDAC to convert digital to analog for display
Graphics Processing
Unit
Power Conservation
• Turn off the CRT to reduce power consumption or when you walk away
• Burn-in of image is a long lost art. Used to happen on older monitors.
• Typical CRT uses 120-200 watts; LCD’s use 40-75 watts
Adjustments
• On/Off switch
• Brightness and contrast buttons (CRT)
• Menu activate/select button for on-board menu system
• Seldom is there a “reset” button, so be careful
Video Cards
• Or Display Adapters
• Three parts: Video RAM, video processor circuitry and RAMDAC
• Early cards just shuffled BIOS bit-maps to the screen (put a dot here, and one there)
• Used small amounts of RAM
• 80 characters by 24 rows
Color Depth
• 16 colors = 4 bits
• 256 colors = 8 bits
• 64k colors = 16 bits
• 16.7 million colors = 24 bits
• VGA mode is 640x480 @ 16 colors
AGP
• Accelerated Graphics Port
• Single slot, never two
• 66 MHz, 32-bits wide
• Uses strobing for 2x, 4x and 8x transfers on each clock cycle
21
On its own bus
Video RAM
• VRAM – Video RAM – allowed read/write at same time
• WRAM – Windows RAM – optimized for moving windows around – died quickly
• Replaced with DDR, DDR2, GDDR3 and GDDR4, GDDR5 SDRAM
Graphics Processor
• Can be done by CPU (for on-board graphics) but not efficient
• ATI and NVIDIA make most GPUs
• New GPUs come out often; a challenge to keep up with models
• More dollars = newer GPU
• CPU with GPU = Accelerated processing unit (APU)
PCIe x16
• Serial communication
• 16 “lanes” or channels
• Replacement for PCI bus as cards become available (x1 and x4 variants)
• SLI – its either Scan Line Interleave or Scalable Link Interface – two video cards (matched set)
Installation
• Read the install manual first, not later!
• Remove old drivers first. Reset system to VGA mode on existing card
• Install new drivers
• Install new card
• Finish driver installation
• Try to keep other cards away from video
Display Applet
11
Drivers
• Windows can crash and require a re-install of OS simply by installing a new video card and not uninstalling the old video drivers first.
• Go to Add/Remove Programs to uninstall video driver. (Step 1)
• Insert CD for new card and start driver installation. (Step 2)
• Stop system where directed and install card. (Step 3)
• Finish driver installation.
If the Card went bad
• Can’t get to Add/Remove programs.
• Have to install card to get working display.
• Start up in Safe Mode; you can delete drivers in this mode.
• Load drivers for new card.
Color Correction
• Also called color temperature
• Device that fits on monitor and looks at the display
• Graphic artists use these so they can set colors exactly.
3-D Games
• Started with sprites – still images of an object; multiple images used to create depth
• True 3-D uses vertices to define points on an object which are then “edged” with flat polygons
• Last step is to cover the edges with texture(s)
• Takes a lot of computing horsepower
3-D Video Cards
• Graphical Processing Units (GPU) to do the 3-D rendering tasks
• Lots of RAM to store textures• We need standardized command sets to
allow communication between game and video card:– OpenGL for UNIX, then PC’s– DirectX API (Application Programming
Interface) from Microsoft
DirectX
• Supports Video, Sound, Network connections and Input devices
• Provides common interface for games – don’t have to write to specific video card
• Vista/7 wants DirectX 10, not 9.0c which most have in XP
• Dxdiag to determine version of DirectX
4
Troubleshooting Cards
• Video cards seldom fail, but might• Often a driver issue – Windows cares about
video card, but not monitor• You can go to Add/Remove Programs to delete
video driver• Try Safe Mode to see if problem “goes away” –
then you know it is driver (or setting)• Try another monitor – often a hassle, but well
worth the time• Check the settings for resolution, refresh & color
Troubleshooting CRTs
• Try another monitor, then get another monitor – don’t try to fix them, the dollars don’t work out
• Check the signal cable connections – loose cable will color the screen or miss colors
• Client with no video turned out to be failure to start up
And Now…
• Plasma Display Panels– Large screen sizes– Miniature florescent lights – three per pixel– Uses as much power as CRT– First ones had bad habit of burning out
• Digital Light Processing (DLP)– One mirror for each pixel– Don’t know how they move, but they do