ANOTHER Sadness Screenshot

It should be great, using grayscale as graphics will allow for less processing for the GPU, and because of that they can really bump up the graphics quality in this game. If they don't take advantage of this, I will consider Nibris the dumbest game developer of all time.
 
GreyScale really has nothign to do with Gfx processing it still uses the same only thing that takes more is the space on the DVD if they use color vs Greyscale lol
 
MorningStar said:
GreyScale really has nothign to do with Gfx processing it still uses the same only thing that takes more is the space on the DVD if they use color vs Greyscale lol

While that is more or less true for rasterized images and stored video, video game images are far from static. They are dynamic, vector images where colors and textures are, for the most part, drawn entirely on the fly. You might want to spend some more time in school studying. Following is a good place to start your research...

http://en.wikipedia.org/wiki/Bits_per_pixel

"In graphics intensive applications such as computer games, a tradeoff of performance and quality can be achieved by lowering the color depth of the display; graphics with lower color depths do not require as much frame buffer memory or display bandwidth, allowing them to be generated and displayed more quickly. Increasing color depth results in higher color quality at the expense of display speed and responsiveness."

8 bit resolution provides 256 unique color shades. In grayscale, that means 256 shades of gray. Generally that 256 shades of gray is sufficient to produce quite sharp black and white images. In color mode, though, at least 12 bits per pixel -- preferably 16 bits per pixel -- are need for smooth rendering. Understanding that, this game could potentially run using 8 bits per pixel.

http://www.cambridgeincolour.com/tutorials/bit-depth.htm

That site has a neat 8, 16, and 24 bit mouseover utility that illustrates bit depth -- albeit only in color.

The higher the bits per pixel, the more general overhead required to process the image as it is manipulated, redrawn, textured, etc. (in other words, the screen constantly being updated as in a moving videogame screen).

This is, of course, just one element of the overall performance picture. Resolution or total number of pixels making up the entire screen image are important, too as are bus speeds, memory speeds, floating point arithmetic capabilities, etc. etc. etc.
 
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