Video Display Interfaces


A video interface provides the connection between your system and the display, transmitting the signals that appear as images on the display. Throughout the history of the PC, there has been a succession of standards for video interfaces and displays representing a steady increase in screen resolution and color depth. Early laptop computers used the 4-color color graphics adapter (CGA) and 16-color enhanced graphics adapter (EGA) displays that used digital technology.

However, after IBM released its analog video graphics array (VGA) display standard in 1987, laptop builders switched to VGA, and portable displays ever since have been based on VGA, just as desktop displays continue to be based on VGA.

Modern laptop video graphics processors and displays support higher resolutions and color depths, and they have other additional capabilities (such as 3D functions) not found in the original VGA specification. However, because of careful design ensuring backward compatibility, most of the latest high-resolution video interfaces and displays can also run most older color graphics software written for CGA, EGA, and most of the other obsolete graphics standards. This enables you to use older software on your current system, even though the video interface and display standards have changed dramatically.

Video Graphics Array (VGA)

IBM introduced the video graphics array (VGA) interface and display standard on April 2, 1987, along with a family of systems it called PS/2. The first laptop to use VGA was Compaq's SLT/286, which was introduced in 1988. VGA went on to become the most popular video interface in history, and it's still the basis of most modern PC video adapters and displays on both laptop and desktop computers.

Unlike earlier digital video standards, VGA is an analog system. When it came out in 1987, it began a shift from digital to analog that has lasted since then. Only recently has there been a shift back to digital, which will probably continue over the next few years. Why go from digital to analog and then back to digital? The simple answer is that analog was the least expensive way at the time to design a system that supported a reasonable resolution with a reasonable number of colors. Now that technology has advanced and LCD displays are fast replacing CRTs, going back to an all-digital format makes sense.

The PC video standards that preceded VGA, including the original MDA, CGA, and EGA standards, were digital. They generated different colors by sending digital color signals down three wires, which allowed for the display of up to 8 colors (23). Another signal doubled the number of color combinations from 8 to 16 by allowing each color to display at two intensity levels. This type of digital display was easy to manufacture and offered simplicity, with consistent color combinations from system to system. The main drawback of the original digital display standards, such as CGA and EGA, was the limited number of possible colors.

With VGA, IBM went to an analog design. Analog uses a separate signal for each CRT color gun, but each signal can be sent at varying levels of intensity64 levels, in the case of the VGA. This provides 262,144 possible colors (643), of which 256 could be simultaneously displayed in the original design. For realistic computer graphics, color depth is often more important than high resolution because the human eye perceives a picture that has more colors as being more realistic. IBM moved to analog graphics to enhance the color capabilities of its systems.

VGA was designed to be addressed through the VGA BIOS interface, a software interface that forced programs to talk to the driver rather than directly to the hardware. This allowed programs to call a consistent set of commands and functions that would work on different hardware, as long as a compatible VGA BIOS interface was present. The original VGA cards had the BIOS on the video card directly, in the form of a ROM chip containing from 16KB to 32KB worth of code. Modern video cards and laptop graphics processors still have this 32KB onboard BIOS (often incorporated directly into the processor itself), although it supports only the same functionality of the original VGA standard. To use higher functionality, additional drivers are loaded into RAM during the boot process, and the ROM BIOS on the card is largely ignored after that. Typically, the only time the ROM-based drivers are used is during boot and when you run Windows in Safe Mode.

An original VGA card displays up to 256 colors onscreen, from a palette of 262,144 (256KB) colors; when used in the 640x480 graphics or 720x400 text mode, 16 colors at a time can be displayed. VGA displays originally came not only in color but also in monochrome VGA models, which use color summing. With color summing, 64 gray shades are displayed instead of colors. The summing routine is initiated if the BIOS detects a monochrome display when the system boots. This routine uses an algorithm that takes the desired color and rewrites the formula to involve all three color guns, producing varying intensities of gray, even though the application is attempting to display color. Monochrome displays are obsolete today.

Even the least-expensive laptop displays today can work with modes well beyond the VGA standard. VGA, at its 16-color, 640x480 graphics resolution, has come to be the baseline for PC graphical display configurations. VGA is accepted as the least common denominator for all Windows systems and must be supported by the video adapters in all systems running Windows. The installation programs of all Windows versions use these VGA settings as their default video configuration. In addition to VGA, virtually all adapters support a range of higher screen resolutions and color depths, depending on the capabilities of the hardware. If Windows must be started in Safe Mode because of a startup problem, the system defaults to VGA in the 640x480, 16-color mode. Windows 2000 and Windows XP also offer a VGA Mode startup that uses this mode (Windows XP uses 800x600 resolution) but doesn't slow down the rest of the computer the way Safe Mode (which replaces 32-bit drivers with BIOS services) does.

IBM introduced higher-resolution versions of VGA called XGA and XGA-2 in the early 1990s, but most of the development of VGA-related standards since then has come from the third-party video card industry, industry trade groups, and standardization committees.

Here are the most important of these standards:

  • VESA Video Electronics Standards Association (www.vesa.org)

  • DDWG Digital Display Working Group (www.ddwg.org)

  • SID Society for Information Display (www.sid.org)

  • USDC United States Display Consortium (www.usdc.org)

  • ATIP Asian Technology Information Program (www.atip.org)

The efforts of these groups are the primary influence on video display standards for desktop and laptop PCs and other types of computers.

Industry Standard SVGA

After IBM introduced the VGA standard in April 1987, it seemed to take forever before anything newer and better came out. By 1989, competing system, video card, and display manufacturers had wanted to introduce something better than VGA, but they also wanted to cooperate in order to make the new interface an industry standard as well as make it compatible with existing software and hardware designed for VGA.

In February 1989, an international nonprofit group called Video Electronics Standards Association (VESA) was formed to create industrywide interface standards for the PC and other computing environments. VESA was designed to create and promote open standards for the display and display interface industry, which would ensure interoperability and yet also allow for innovation. VESA is led by a board of directors that represents a voting membership of more than 100 corporate members worldwide. The members are PC hardware, software, display, and component manufacturers, as well as cable and telephone companies, service providers, and more. VESA essentially took the role of defining PC video interface standards away from IBM, giving it instead to the VESA members.

In August 1989, VESA introduced its first standard, an 800x600 16-color BIOS interface standard called Super VGA (SVGA) mode 6Ah, which allowed companies to independently develop video hardware having a common software interface. This allowed for higher resolution functionality while maintaining interchangeability and backward compatibility with existing VGA. Since then, VESA has extended the SVGA standard to include many other modes and resolutions, and it developed or contributed to many successive standards in PC video.

Note that although SVGA technically defines a set of VESA standards that includes modes from 800x600 and beyond, typically we use the term SVGA to describe only the 800x600 mode. Other higher-resolution modes have been given different names (XGA, SXGA, and so on), even though they are technically part of the VESA SVGA specifications.

XGA and Beyond

Not one to give up without a struggle, for a while IBM continued to develop and release new video standards, despite VESA doing the same. On October 30, 1990, IBM introduced the extended graphics array (XGA). XGA was an evolution of VGA and provided enhanced resolution, color content, and hardware functionality. XGA was also optimized for Windows and other graphical user interfaces. The most exciting feature XGA added over VGA was support for two new graphics modes:

  • 1024x768 256-color mode

  • 640x480 256-color mode

Notably missing from IBM's original XGA interface was the VESA-defined 800x600 16-color mode, which had debuted just over a year earlier. That was important because not many monitors at the time could handle 1024x768, but many could handle 800x600. With IBM's card you had to jump from 640x480 directly to 1024x768, which required a very expensive monitor back then. That oversight was finally corrected when IBM released XGA-2 on September 21, 1992. XGA-2 added more performance and additional color depth, as well as support for the intermediate 800x600 VESA modes:

  • 640x480 256- and 65,536-color modes

  • 800x600 16-, 256-, and 65,536-color modes

  • 1024x768 16- and 256-color modes

Since then, VESA and other industry groups have defined all the newer video interface and display standards. IBM became a member of VESA and many of the other groups as well. Although IBM introduced these higher resolutions and color depths in 1991 and 1992, most laptop computers didn't support these standards until the mid-1990s.

VESA BIOS Extension (VBE)

In October 1991, VESA recognized that programming applications to support the many SVGA cards on the market was difficult, and it proposed a standard for a uniform programmer's interface for SVGA cards: the VESA BIOS Extension (VBE). VBE support might be provided through a memory-resident driver (used by older cards) or through additional code added to the VGA BIOS chip itself (the more common solution). The benefit of the VESA BIOS extension is that a programmer needs to worry about only one routine or driver to support SVGA modes. Various cards from various manufacturers are accessible through the common VESA interface. Today, VBE support is a concern primarily for real-mode DOS applications, usually older games, and for non-Microsoft operating systems that need to access higher resolutions and color depths. VBE supports resolutions up to 1280x1024 and color depths up to 24 bits (16.8 million colors), depending on the mode selected and the memory on the video card. VESA compliance is of virtually no consequence to Windows versions 95 and up. These operating systems use custom video drivers for their graphics cards.

Analog VGA Connections

Virtually all analog video interfaces since VGA have used the VGA connector and pinout definition. This is why you can plug a brand-new high-resolution analog CRT or flat-panel display into the oldest VGA cards or laptops with an external VGA port, or the oldest displays into the newest cards, and they will all work at the lowest common denominator of resolution, color depth, and performance. The standard 15-pin female VGA connector (on the video card or system) is shown in Figure 11.4; the pinouts are shown in Table 11.3.

Figure 11.4. The standard 15-pin analog VGA connector.


Table 11.3. The Pinout for the Standard 15-Pin Analog VGA Connector

Pin

Function

Direction

1

Red Analog Video

Out

2

Green Analog Video

Out

3

Blue Analog Video

Out

4

Monitor ID 2

In

5

TTL GND (monitor self-test)

6

Red Analog GND

7

Green Analog GND

8

Blue Analog GND

9

Key (unused)

10

Sync GND

11

Monitor ID 0

In

12

Monitor ID 1

In

13

Horizontal Sync

Out

14

Vertical Sync

Out

15

Monitor ID 3

In


The mating VGA cable connector that plugs into this connector normally has pin 9 missing. This was designed such that the mating hole in the connector on the video card could be plugged, but it is usually open (and merely unused) instead. The connector is keyed by virtue of the D-shape shell and pin alignment, so it is difficult to plug in backward even without the key pin. Pin 5 is used only for testing purposes, and pin 15 is rarely used; they are often pinless as well. To identify the type of monitor connected to the system, some manufacturers use the presence or absence of the monitor ID pins in various combinations.

Almost all laptops built since the introduction of VGA into laptop design feature the 15-pin connector for external VGA monitors described here. Although laptops have built-in displays, there are several reasons to support external displays:

  • Limited size of laptop displays If you need a larger screen for any reason, you can plug it into the external VGA port.

  • Limited resolution choices Because flat-panel displays have a single native resolution and often perform poorly when scaling to lower resolutions, an external VGA port offers you extra flexibility. Using an external display, particularly a CRT, enables you to provide high-quality displays at lower (or higher) resolutions than those available with the laptop's built-in display.

  • Emergency backup in case of damage to the built-in display If the relatively fragile built-in flat-panel display becomes damaged, you can plug an external monitor into any laptop with a VGA port, press a key combination, and switch to the external monitor. This enables you to continue to work or at least back up your data until you can have the built-in display replaced.

S-Video/TV-Out Connections

S-Video (Separate Video) is an analog industry standard video-transmission scheme that uses a standardized 4-pin mini-DIN (Deutsches Institut für Normung e.V., or German Institute for Standardization) connector to send television-type video information on separate luminance (or brightness, designated as Y) and chrominance (or color, designated as C) pairs. S-Video is sometimes called Y/C video, in reference to the names of the separate luminance and chrominance signals. S-Video was designed to be superior to a composite video signal, which has the Y and C information combined. Composite video requires that the signals be separated by a comb filter inside the receiving device, which can reduce the sharpness of the image. By separating the Y/C signals, S-Video avoids the use of a comb filter, thus resulting in a cleaner, sharper image.

Figure 11.5 and Table 11.4 show the standard 4-pin S-Video mini-DIN connector and pinout. By connecting an S-Video cable to the video-out or TV-Out port on your laptop, you can send video output to a television, video projector, DVD player, VCR, video camera, and more.

Figure 11.5. The standard 4-pin S-video mini-DIN connector.


Table 11.4. The Pinout for the Standard 4-Pin S-Video Mini-DIN Connector

Pin

Signal

1

Analog Y GND

2

Analog C GND

3

Video Y (luminance)

4

Video C (chrominance)


Some Dell laptops use a modified S-Video connector with additional pins added for additional functions. You can order the necessary adapter cable from Dell that breaks out the extra signals into other connectors. Figure 11.6 and Table 11.5 show the TV-Out (S-Video+) connector used in Dell systems.

Figure 11.6. The Dell 7-pin mini-DIN TV-Out connector.


Table 11.5. The Pinout for the Dell 7-Pin Mini-DIN TV-Out (S-Video+) Connector

Pin

Signal

1

Analog Y GND

2

Analog C GND

3

Video Y (luminance)

4

Video C (chrominance)

5

S/PDIF digital audio

6

Composite video

7

S/PDIF digital audio


A standard 4-pin S-Video cable will plug into the modified S-Video connector, and in that case the extra functions will be ignored. The additional pins on the Dell connector are used for composite video (useful for older and low-end TVs and VCRs that lack the S-Video connector) as well as Sony/Philips Digital Interface (S/PDIF) audio connections, enabling laptop computers with this feature to connect to home theater speaker systems with S/PDIF connections.

If you need to connect a laptop with a standard S-Video output jack to a VCR or TV that doesn't support S-Video but has a composite connector (single RCA jack), you can use an S-Video-to-RCA (composite) converter (see Figure 11.7).

Figure 11.7. An S-video cable (left) and RCA composite cable (right) with the S-Video-to-RCA composite adapter (center).


Depending on the laptop, TV-Out might be automatically enabled when you connect the S-Video port to a TV or VCR that's turned on, or you might need to use the keystroke combination used by your laptop to switch to the TV display. See "Laptop External Video Activation" in this chapter for details.

To adjust the quality of the picture, check the Advanced display properties page for a TV display properties page. Figure 11.8 shows the TV Adjustments screen dialog box used by a laptop that uses S3's Twister graphics.

Figure 11.8. The TV Adjustment dialog box on this system enables you to adjust flicker, adjust screen centering, adjust brightness and contrast, and display a series of test patterns.


Digital Video Connections

Although the PC started out using parallel digital video interfacing, the VGA, SVGA, and many other standards that followed were analog, so as to offer a simpler connection with fewer pins that was also less expensive. This works well for CRTs, which are inherently analog devices anyway, but not well for LCD, plasma, TFT, and other types of flat-panel displays that are inherently digital.

Running a flat-panel display from an analog interface is problematic because when you think about it, all video data in a PC starts out digitally and then is converted to analog for the display. With a digital display such as an LCD, for example, the signal must then be converted back to digital before it can be displayed, resulting in a double conversion that causes screen artifacts, blurred text, color shifting, and other kinds of problems. Although built-in flat-panel displays don't have these problems, they can be a big concern if you connect a desktop flat-panel display to the VGA port on a typical laptop computer.

The digital interfaces now becoming more popular can eliminate the double conversion, allowing the video information to remain as digital data from the PC all the way to the screen. Therefore, a recent swing back to using digital video interfaces has occurred, especially for inherently digital displays such as flat-panel displays.

Three main digital video connector standards have been used in PCs over the years:

  • Plug and Display (P&D)

  • Digital Flat Panel (DFP)

  • Digital Visual Interface (DVI)

All these interfaces use the same underlying technology and are somewhat compatible. They all use the same signaling method, called Transition Minimized Differential Signaling (TMDS), which was developed by Silicon Image (www.siliconimage.com) and is also trademarked under the name PanelLink. TMDS takes 24-bit parallel digital data from the video controller and transmits it serially over balanced lines at high speed to a receiver. A single-link TMDS connection uses four separate differential data pairs, with three for color data (one each for red, green, and blue data) and the fourth pair for clock and control data. Each twisted pair uses differential signaling with a very low 0.5V swing over balanced lines for reliable, low-power, high-speed data transmission. A low-speed VESA Display Data Channel (DDC) pair is also used to transmit identification and configuration information, such as supported resolution and color-depth information, between the graphics controller and display.

Note

DVI is the first modern digital display standard to have widespread support among laptop vendors. The earlier P&D and DFP displays were used primarily by video cards built for desktop computers.


TMDS is designed to support cables up to 10 meters (32.8 feet) in length, although the limits may be shorter or longer depending on cable quality. Several companies make products that can redrive the signals, allowing for greater lengths. Figure 11.9 shows a block diagram of a single-link TMDS connection.

Figure 11.9. A single-link TMDS connection.


Using TMDS, each channel transmits 8 bits of data (encoded as a 10-bit character) for each color (red/green/blue) serially at up to 165MHz. This allows a pixel rate of 165 megapixels per second (Mpps), which enables a single-link TMDS connection to easily handle computer video resolutions as high as UXGA (1600x1200) as well as 1080p HDTV (1920x1080 with progressive scan). With 8 bits for each color channel, 24-bit color depth is supported, which equates to 16.7 million colors.

If more bandwidth is necessary, the DVI standard in particular is designed to support a second TMDS link in the same cable and connector. This link uses three additional TMDS signal pairs (one for each color) and shares the same clock and DDC signals as the primary link. This is called dual-link DVI, and it increases the bandwidth to 330MHz, or 330Mpps, which will handle computer resolutions as high as QXGA (2048x1536). At present, very few flat-panel displays use resolutions high enough to require dual-link DVI.

TMDS links include support for Display Data Channel (DDC), a low-speed, bidirectional standard for communication between PCs and monitors, created by the VESA. DDC defines the physical connection and signaling method, whereas the communications and data protocol is defined under the VESA Extended Display Identification Data (EDID) standard. DDC and EDID allow the graphics controller to identify the capabilities of the display so the controller can automatically configure itself to match the display's capabilities.

Digital Visual Interface (DVI)

The Digital Visual Interface (DVI) was introduced on April 2, 1999 by the Digital Display Working Group (DDWG). The DDWG was formed in 1998 by Intel, Silicon Image, Compaq, Fujitsu, Hewlett-Packard, IBM, and NEC to address the need for a universal digital interface standard between a host system and a display. DVI is based on TMDS and is essentially an updated version of the VESA P&D interface standard that supports higher bandwidths, without the USB and FireWire connections. Unlike P&D and DFP, DVI gained immediate widespread industry support, with 150 DVI products being shown at the Intel Developer Forum in August 1999, only four months after DVI was released. Since then, DVI has become the de facto standard interface for digital video connections. Many, if not most, newer desktop PCs include a DVI connection for digital display support. However, recent and current laptop computers with DVI support implement DVI through a connector on their docking stations or port replicators rather than with a built-in DVI connector.

Note

To determine whether a particular laptop computer supports DVI output, first determine whether its docking station or port replicator features a DVI port. Next, determine which laptop models support the DVI port. Some vendors, such as IBM, make docking stations and port replicators that have a DVI port, but the DVI port is supported by certain computer models only. Before you purchase a docking station or port replicator to attain DVI compatibility with a particular laptop model, make sure the laptop supports DVI output.


As with P&D, DVI allows for both digital and analog connections using the same basic connector. The main difference between P&D and DVI is that DVI eliminates the USB and FireWire connections and adds a second set of TMDS channels for optional use in a dual-link configuration. A single-link DVI connection supports computer resolutions up to UXGA (1600x1200) and WUXGA (1920x1200), as well as video resolutions of HDTV (1920x1280) in either interlaced or progressive scan mode. A dual-link DVI interface adds QXGA (2048x1536) and QSXGA (2560x2048) support, using the same cable with both links active. Even higher resolution displays can be supported with dual DVI ports, each with a dual-link connection. Typical laptop implementations of DVI support single-link resolutions.

DVI uses Molex MicroCross connectors in two slightly different designs. The DVI standard was primarily designed to support digital devices; however, for backward compatibility, it can also support analog devices as well. The DVI-D (digital) connector supports only digital devices, whereas the DVI-I (integrated) connector supports both digital and analog devices via the addition of extra pins. Figure 11.10 and Table 11.6 show the DVI-I (integrated) connector and pinout.

Figure 11.10. The DVI-I connector.


Table 11.6. The Pinout for the DVI-I Connector

Pin

Signal

1

TMDS Data2

2

TMDS Data2+

3

TMDS Data2/4 Shield

4

TMDS Data4

5

TMDS Data4+

6

DDC Clock

7

DDC Data

8

Analog Vert. Sync

9

TMDS Data1

10

TMDS Data1+

11

TMDS Data1/3 Shield

12

TMDS Data3

C1

Analog Red

C2

Analog Green

13

TMDS Data3+

14

+5V Power

15

GND

16

Hot Plug Detect

17

TMDS Data0

18

TMDS Data0+

19

TMDS Data0/5 Shield

20

TMDS Data5

21

TMDS Data5+

22

TMDS Clock Shield

23

TMDS Clock+

24

TMDS Clock

C3

Analog Blue

C4

Analog Horiz. Sync

C5

Analog GND

TMDS = Transition Minimized Differential Signaling

Note: The DVI-D (digital only) connector lacks the analog C1C4 pins.


The DVI-D connector is the same as the DVI-I connector, except that it lacks the analog connections. By virtue of the unique MicroCross connector design, a digital-only device can connect only to receptacles with digital support, and an analog-only device can plug in only to receptacles with analog support. This design feature ensures that an analog-only device cannot be connected to a digital-only receptacle, and vice versa. Figure 11.11 shows the DVI-D connector. The pinout is the same as the DVI-I connector, except for the missing analog signals. The DVI-D connector is widely used on laptop port replicators and docking stations that provide DVI support.

Figure 11.11. The DVI-D connector.


You can add DVI support to a laptop computer, provided it natively supports DVI, by connecting it to a compatible docking station or port replicator with a DVI port. These are available for selected models of IBM, Dell, and Toshiba laptops, among others.

Video Adapter Components

Although virtually all laptop computers feature external VGA output, the components used for onboard video differ greatly from those used by desktop computers.

Desktop video display controllers have traditionally included the following basic components:

  • Video BIOS Provides basic VGA-level display support for setup, Windows VGA mode, and Windows Safe Mode.

  • Graphics processor Provides higher resolutions and color depths than basic VGA and, on recent laptop computers, provides acceleration of 2D and 3D graphics.

  • Video memory Holds a bitmap of the current information being displayed; 3D-compatible video also uses video memory to hold data about 3D objects being rendered by the video accelerator.

  • Bus connector Type and speed of connection to the motherboard's North Bridge chip, such as AGP 4x or PCI Express.

  • Video driver Affects quality and speed of display rendering; use the Windows Device Manager to view details and to update the driver.

  • Digital-to-analog converter (DAC or RAMDAC) Converts digital signals into VGA analog signals; sometimes built in to the graphics processor on recent graphics cards.

The major differences between laptop and desktop graphics include the following:

  • Laptops that use a discrete graphics processor integrate video BIOS, graphic processor, DAC, and sometimes video memory into a single-chip solution.

  • Video memory might be shared with main memory, use separate (discrete) memory chips, or might be built in to the graphics chipset.

  • Low-cost laptops frequently use chipset-integrated graphics, using a motherboard chipset that incorporates graphics into the motherboard's memory controller hub (MCH) chip or North Bridge chip. A memory controller hub that incorporates graphics is known as a graphics memory controller hub (GMCH).

  • Although very few laptops are designed with user-performed graphics upgrades in mind, some vendors use the same pinout for a range of discrete mobile graphics processor modules. This design feature enables laptop vendors to offer a range of products with different onboard graphics solutions. Some users have taken advantage of this feature to upgrade their systems by ordering a better graphics processor module from the laptop vendor's parts department.

  • Video drivers should be obtained from the system vendor rather than from the graphics processor or motherboard chipset maker because of the high level of customization often performed by the laptop vendor.

Tip

To determine if you can upgrade to more powerful graphics with your laptop, find out if the laptop uses integrated graphics, a soldered-in-place discrete graphics processor, or a removable graphics card module. If the laptop is part of a product family that offers different graphics processors, it probably uses a removable graphics card module. If so, you might be able to replace it with a better graphics card module. Check with the laptop vendor's parts department or with other users to determine which modules are compatible with your laptop, and order the module.

If you upgrade to a better graphics processor module, keep in mind that you will need to install the graphics drivers manually if you ever reinstall the original software and operating system from a restore CD.


The following subsections examine discrete graphics processors and motherboard-integrated graphics solutions used by laptops in greater detail.

The Video BIOS

Laptop computers with discrete graphics processors incorporate a video BIOS, a type of firmware that is similar in construction but completely separate from the main system BIOS. (Other devices in your system, such as SCSI adapters, might also include their own BIOS.) If you turn on your monitor first and look quickly, you might see an identification banner for your laptop's video BIOS at the beginning of the system startup process. If the laptop has chipset-integrated graphics, the chipset emulates the function of the video BIOS.

The video BIOS section of a graphics processor includes read-only memory (ROM), which contains basic instructions that provide an interface between the video hardware and the software running on your system. The software that makes calls to the video BIOS can be a standalone application, an operating system, or the main system BIOS. The programming in the video BIOS enables your system to display information on the monitor during the system POST and boot sequences, before any other software drivers have been loaded from disk.

The video BIOS also can be upgraded, just like a system BIOS. The BIOS uses a rewritable chip called electrically erasable programmable read-only memory (EEPROM) that you can upgrade with a utility the laptop manufacturer provides. A BIOS you can upgrade using software is referred to as a flash BIOS, and laptops with discrete graphics processors that offer BIOS upgrades use this method.

Video BIOS upgrades (sometimes referred to as firmware upgrades) are sometimes necessary when the manufacturer encounters a significant bug in the original programming. Occasionally, a BIOS upgrade is necessary because of a major revision to the video card chipset's video drivers. As a general rule, the video BIOS is a component that falls into the "if it ain't broke, don't fix it" category. Try not to let yourself be tempted to upgrade just because you've discovered that a new BIOS revision is available. Check the documentation for the upgrade, and unless you are experiencing a problem the upgrade addresses, leave the video BIOS alone.

The Graphics Processor

Laptops might use a discrete graphics processor to process and display video, or might use the video features of the motherboard chipset. The graphics processor or motherboard chipset a particular laptop computer uses essentially defines the graphics subsystem's functions and performance levels. Two different laptops that use the same discrete graphics processor or chipset-integrated graphics will have similar, if not identical, video performance and features.

Early laptops used a simple frame-buffer design, whereas more recent laptops use graphics accelerators, 3D graphics processors, or integrated chipsets that emulate graphics accelerators or 3D graphics processors. These technologies are compared in Table 11.7.

Table 11.7. Laptop Video Processor Technologies

Processor Type

Where Video Processing Takes Place

Relative Speed

How Used by Laptops Today

Frame-buffer

The computer's CPU.

Very slow

Obsolete; mostly used by early laptops.

Graphics accelerator

The video chip draws lines, circles, shapes; CPU sends the commands to draw them.

Fast

All mainstream laptops; combined with 3D GPU on some laptops or emulated by integrated laptop chipsets.

3D graphics processor (GPU)

The laptop's 3D GPU renders polygons and adds lighting and shading effects as needed.

Fast 2D and 3D display

Most mid-range and high-end laptops, especially gaming and multimedia-oriented models. Emulated on some recent systems with motherboard chipset-integrated graphics.

Motherboard Chipset Integrated Graphics

The laptop's Graphics Memory. Control Hub or North Bridge chip works along with the CPU to create the on-screen display. Newer versions also incorporate 3D rendering.

Moderate to fast 2D display; slow to moderate 3D display (when supported)

Used on low-end and business-oriented laptops.


Today's laptops use either discrete graphics processors or motherboard chipsets that integrate graphics features. The following subsections examine these different approaches to laptop graphics in more detail.

Discrete Graphics Processors

Discrete graphics processors are used by many mid-range and most high-end laptops to provide high-speed 2D and 3D acceleration. Because discrete graphics processors are separate from the motherboard chipset and typically use memory separate from the laptop computer's main memory, they usually provide higher performance and more features than typical motherboard-integrated graphics solutions.

Typical Features of Recent Mobile Graphics Processors

Recent discrete graphics processors from major vendors such as ATI (www.ati.com) and NVIDIA (www.nvidia.com) include features such as the following:

  • DirectX 9.0 or greater support for high-quality accelerated 3D rendering with advanced lighting and shading effects

  • Power management to save power and reduce heat buildup

  • Optimized DVD (MPEG-2) and web video playback

  • Support for multiple monitors, including VGA and DVI

  • TV-Out

  • Onboard memory up to 128MB

These features are similar to those available on mid-range and high-end desktop graphics processors and boards and are designed to enable laptop computer users to enjoy no-compromise graphics.

Memory Overview

Several types of memory have been used with discrete graphics processors over the years. However, most recent discrete laptop graphics processors use DDR or DDR-II SDRAM, which are the fastest types of RAM available. Older models might use one of the older RAM types listed in Table 11.8.

Table 11.8. Memory Types Used by Laptop Graphics Processors

Memory

Definition

Relative Speed

Usage Type

FPM DRAM

Fast page-mode RAM

Slow

Low-end ISA cards and CGA/EGA/VGA laptop graphics chips; obsolete

VRAM[1]

Video RAM

Fast

Expensive; obsolete

WRAM[1]

Window RAM

Fast

Expensive; obsolete

EDO DRAM

Extended data out DRAM

Moderate

Low-end PCI-bus and laptop graphics; obsolete

SDRAM

Synchronous DRAM

Fast

Low-end PCI/AGP and laptop graphics

MDRAM

Multibank DRAM

Fast

Little used; obsolete

SGRAM

Synchronous graphics DRAM

Very fast

High-end PCI/AGP and laptop graphics; replaced by DDR SDRAM

DDR SDRAM

Double data rate SDRAM

Very fast

High-end AGP and laptop graphics

DDR-II SDRAM

DDR SDRAM, 4 bits per cycle memory fetch

Extremely fast

High-end AGP and laptop graphics

DDR3/GDDR3 SDRAM

DDR SDRAM, 2 to 16 bits per cycle memory fetch

Fastest available

High-end AGP/PCI Express and laptop graphics


[1] VRAM and WRAM are dual-ported memory types that can be read from one port and have data written to them through the other port. This improves performance by reducing wait times for accessing the video RAM compared to FPM DRAM and EDO DRAM.

SGRAM, DDR, and DDR-II SDRAMwhich are derived from popular motherboard memory technologieshave replaced VRAM, WRAM, and MDRAM as high-speed video RAM solutions. Their high speeds and low production costs have enabled even low-end discrete graphics processors to support 32MB or more of high-speed RAM.

SDRAM

Synchronous DRAM (SDRAM) is the same type of RAM used on many systems based on processors such as the Pentium III, older Pentium 4s, Athlon, older Athlon XPs, and Duron. This memory is designed to work with bus speeds up to 200MHz and provides performance just slightly slower than SGRAM. SDRAM is used primarily by current low-end laptop graphics processors such as the original ATI Mobility Radeon.

SGRAM

Synchronous graphics RAM (SGRAM) was designed to be a high-end solution for very fast video adapter designs. SGRAM is similar to SDRAM in its capability to be synchronized to high-speed buses up to 200MHz, but it differs from SDRAM by including circuitry to perform block writes to increase the speed of graphics fill or 3D Z-buffer operations. Although SGRAM is faster than SDRAM, most discrete graphics processor makers have dropped SGRAM in favor of even faster DDR SDRAM in their newest products.

DDR SDRAM

Double data rate SDRAM (DDR SDRAM) is the most common video RAM technology on recent video cards. It is designed to transfer data at speeds twice that of conventional SDRAM by transferring data on both the rising and falling parts of the processing clock cycle. Today's mid-range laptop graphics processors such as NVIDIA's GeForce 6800 Go and ATI's Mobility Radeon X300/600 and 700 series use DDR SDRAM for video memory.

DDR-II SDRAM

The second generation of DDR SDRAM fetches 4 bits of data per cycle, instead of 2 bits, as with DDR SDRAM. This doubles the performance at the same clock speed. The first graphics processor to support DDR-II was NVIDIA's GeForce FX, which became the top of NVIDIA's line of GPUs in late 2002. Today DDR-II SDRAM is superseded by DDR-III (GDDR3) SDRAM for all mid-range and high-end desktop graphics processors.

DDR-III SDRAM

DDR-III SDRAM, or GDDR3, is the third generation of DDR SDRAM memory. Because it was specifically developed for graphics use, it is not compatible with the upcoming JEDEC DDR-III specification. The range of operating frequencies and programmable latencies allows GDDR3 memory to offer better performance at reduced cost. To improve bandwidth, GDDR3 offers on-chip termination, increasing bandwidth significantly. GDDR3 memory has now become the standard for mid-range and high-end desktop graphics processors offering better performance at lower cost than DDR-II SDRAM.

Video Memory Locations

Depending on the discrete graphics processor used, video memory might be located in one of three places in a typical laptop:

  • Dedicated memory chips on the motherboard.

  • Shared main memory (often referred to as Unified Memory Architecture or UMA). This is used more often by integrated graphics solutions.

  • Attached to the graphics processor (often referred to as multiple chip assembly).

From the standpoint of performance, dedicated memory chips on the motherboard or memory attached to the graphics processor is preferable to a UMA-based system. When a graphics processor is forced to share memory with the system, performance usually suffers. Fortunately, very few discrete graphics processors for laptops use UMA.

How Memory Size Affects Display Quality

The amount of memory available for graphics (whether discrete or motherboard chipset-integrated) affects display quality in three ways:

  • Higher resolutions

  • Greater color depth

  • Support for high resolutions and color depths in 3D modes

The amount of memory a graphics processor needs to display a particular resolution and color depth is based on a mathematical equation. A location must be present in the adapter's memory array to display every pixel on the screen, and the resolution determines the number of total pixels. For example, a screen resolution of 1024x768 requires a total of 786,432 pixels.

If you were to display that resolution with only two colors, you would need only 1 bit of memory space to represent each pixel. If the bit has a value of 0, the dot is black, and if its value is 1, the dot is white. If you use 24 bits of memory space to control each pixel, you can display more than 16.7 million colors because 16,777,216 combinations are possible with a four-digit binary number (224=16,777,216). If you multiply the number of pixels necessary for the screen resolution by the number of bits required to represent each pixel, you have the amount of memory the adapter needs to display that resolution. Here is how the calculation works:

1024x768

= 786,432 pixels x 24 bits per pixel

 

= 18,874,368 bits

 

= 2,359,296 bytes

 

= 2.25MB


As you can see, displaying 24-bit color (16,777,216 colors) at 1024x768 resolution requires exactly 2.25MB of RAM on the video adapter. However, because laptop graphics processors support memory amounts such as 1MB, 2MB, or 4MB, you would need to use a laptop whose video subsystem has at least 4MB of RAM available to run your system using that resolution and color depth.

To use the higher-resolution modes and greater numbers of colors common today, you would need much more memory on your video adapter than the 256KB found on the original IBM VGA. Table 11.9 shows the memory requirements for some of the most common screen resolutions and color depths used for 2D graphics operations, such as photo editing, presentation graphics, desktop publishing, and web page design. Note that the memory requirements are the same for both discrete graphics processors and motherboard chipset-integrated graphics.

Table 11.9. Video Display Adapter Minimum Memory Requirements for 2D Operations

Resolution

Color Depth

Max. Colors

Memory Required

Memory Used

640x480

16-bit

65,536

1MB

614,400 bytes

640x480

24-bit

16,777,216

1MB

921,600 bytes

640x480

32-bit

4,294,967,296

2MB

1,228,800 bytes

800x600

16-bit

65,536

1MB

960,000 bytes

800x600

24-bit

16,777,216

2MB

1,440,000 bytes

800x600

32-bit

4,294,967,296

2MB

1,920,000 bytes

1024x768

16-bit

65,536

2MB

1,572,864 bytes

1024x768

24-bit

16,777,216

4MB

2,359,296 bytes

1024x768

32-bit

4,294,967,296

4MB

3,145,728 bytes

1280x1024

16-bit

65,536

4MB

2,621,440 bytes

1280x1024

24-bit

16,777,216

4MB

3,932,160 bytes

1280x1024

32-bit

4,294,967,296

8MB

5,242,880 bytes

1400x1050

16-bit

65,536

8MB

2,940,000 bytes

1400x1050

24-bit

16,777,216

8MB

4,410,000 bytes

1400x1050

32-bit

4,294,967,296

16MB

5,880,000 bytes

1600x1200

16-bit

65,536

8MB

3,840,000 bytes

1600x1200

24-bit

16,777,216

8MB

5,760,000 bytes

1600x1200

32-bit

4,294,967,296

16MB

7,680,000 bytes


From Table 11.9, you can see that a video adapter with 4MB can display 65,536 colors in 1600x1200 resolution mode, but for a true-color (16.8 million colors) display, you would need 8MB of RAM.

Note

Although very few laptops support 1600x1200 resolutions with their internal displays, many recent models can support external monitors at this resolution. Whether the display is built in to the laptop or is an external model receiving signals through the laptop's VGA port, the amount of memory required is the same for any given resolution and color depth combination.


Although 4MB or more of display memory was once rare, this amount or more is very common on today's laptop computers, meaning that high-resolution 2D graphics are possible with most laptops in use today. However, 3D video cards require more memory for a given resolution and color depth because the video memory must be used for three buffers: the front buffer, back buffer, and Z-buffer. The amount of video memory required for a particular operation varies according to the settings used for the color depth and Z-buffer. Triple-buffering allocates more memory for 3D textures than double-buffering but can slow down performance of some games. The buffering mode used by a given 3D video card usually can be adjusted through its properties page.

Table 11.10 lists the memory requirements for 3D cards in selected modes.

Table 11.10. Video Display Adapter Memory Requirements for 3D Operations

Resolution

Color Depth

Z-Buffer Depth

Buffer Mode

Actual Memory Used

Onboard Video Memory Size Required

640x480

16-bit

16-bit

Double

1.76MB

2MB

  

Triple

2.34MB

4MB

 

24-bit

24-bit

Double

2.64MB

4MB

  

Triple

3.52MB

4MB

 
 

32-bit

32-bit

Double

3.52MB

4MB

  

Triple

4.69MB

8MB

 

800x600

16-bit

16-bit

Double

2.75MB

4MB

  

Triple

3.66MB

4MB

 
 

24-bit

24-bit

Double

4.12MB

8MB

  

Triple

5.49MB

8MB

 
 

32-bit

32-bit

Double

5.49MB

8MB

  

Triple

7.32MB

8MB

 

1024x768

16-bit

16-bit

Double

4.12MB

8MB

  

Triple

5.49MB

8MB

 
 

24-bit

24-bit

Double

6.75MB

8MB

  

Triple

9.00MB

16MB

 
 

32-bit[1]

32-bit

Double

9.00MB

16MB

  

Triple

12.00MB

16MB

 

1280x1024

16-bit

16-bit

Double

7.50MB

8MB

  

Triple

10.00MB

16MB

 
 

24-bit

24-bit

Double

11.25MB

16MB

  

Triple

15.00MB

16MB

 
 

32-bit

32-bit

Double

15.00MB

16MB

  

Triple

20.00MB

32MB

 

1600x1200

16-bit

16-bit

Double

10.99MB

16MB

  

Triple

14.65MB

16MB

 
 

24-bit

24-bit

Double

16.48MB

32MB

  

Triple

21.97MB

32MB

 
 

32-bit

32-bit

Double

21.97MB

32MB

  

Triple

29.30MB

32MB[1]

 


[1] The 32-bit mode actually provides the same color depth that the 24-bit mode provides but sets aside additional memory for faster 3D operation. See the note following this table.

Note

Although 3D adapters typically operate in a 32-bit mode, this does not necessarily mean they can produce more than the 16,777,216 colors of a 24-bit true-color display. Many video processors and video memory buses are optimized to move data in 32-bit words, and they actually display 24-bit color while operating in a 32-bit mode, instead of the 4,294,967,296 colors you would expect from a true 32-bit color depth.


Although modern laptops with motherboard chipset-integrated graphics can play 3D games, their 3D performance and support of advanced 3D graphics are relatively poor compared to recent discrete graphics processors. If you spend a lot of time working with graphics and want to enjoy 3D games, you should consider laptops that use high-performance discrete graphics processors with at least 64MB of RAM, such as the ATI Mobility Radeon X300/600/700 or NVIDIA GeForce Go 6 series.

Although 2D operations can be performed with as little as 4MB of RAM, 32-bit color depths for realistic 3D operation with large Z-buffers use most of the RAM available on a laptop with 16MB of video memory at 1024x768 resolution; higher resolutions use more than 16MB of RAM at higher color depths. Consequently, laptops with 64MB or more of dedicated video memory are preferred if you want to play 3D games at high resolutions.

Motherboard Chipset-Integrated Graphics

Just as low-cost desktop computers typically use chipsets that integrate graphics into the memory controller hub or North Bridge chip, most low-cost and mid-range laptops also use integrated graphics.

Integrated graphics reduce the cost of the laptop because the vendor doesn't need to pay for a discrete graphics processor, separate video memory, or the engineering necessary to adapt discrete graphics to a particular laptop motherboard. However, integrated graphics typically offer lower performance, especially for 3D operation, than discrete graphics processors, and older chipsets often lack support for multiple monitors. Systems with integrated graphics also share system memory, which reduces the amount of memory available for the operating system and applications by as much as 32MB or more.

Note

Depending on the chipset used, some laptops with integrated graphics use a fixed amount of memory for graphics, but those that use Dynamic Video Memory Technology (DVMT) adjust the amount of video memory as required for the application or task being performed, up to the maximum size of memory allowed for video (usually 32MB). For example, 3D gaming or photo editing uses more memory than text editing, and a system with DVMT adjusts the amount of memory used for video accordingly.


Major Mobile Chipsets with Integrated Graphics

Table 11.11 provides details about the major mobile integrated graphics chipsets available from Intel and VIA (the two biggest integrated graphics chipset vendors for laptops) for Pentium III-M, AMD Athlon 4, and newer mobile processors. If you are researching the purchase of a new laptop, you can use this table to determine which chipsets might be the most suitable for your needs. If you already have a laptop computer, you can compare its chipset to others.

Table 11.11. Major Mobile Chipsets with Integrated Graphics

Vendor

Chipset

Processor(s) Supported

Maximum Amount of Video Memory Supported

Multiple Display Support

Notes

Intel

915GM

Pentium-M, Celeron-M

64MB (DVMT)

Yes

PCI Express

 

915GMS

Pentium-M, Celeron-M

64MB (DVMT)

Yes

PCI Express

 

910GML

Pentium-M, Celeron-M

64MB (DVMT)

Yes

PCI Express

 

855GME

Pentium-M, Celeron-M

64MB (DVMT)

Yes

AGP4x/2x

 

855GM[1]

Pentium-M

64MB (DVMT)

Yes

AGP4x/2x

 

852GM[1]

Pentium 4-M, Celeron

64MB (DVMT)

Yes

 
 

852GME[2]

Pentium 4-M, Celeron

64MB (DVMT)

Yes

 
 

852GMV

Celeron

64MB (DVMT)

Yes

 
 

830M[1]

Pentium III-M,

8MB, 32MB,

Yes

 
  

Mobile Celeron

48MB[3]

  
 

830MG

Pentium III-M,

8MB, 32MB,

Yes

 
  

Mobile Celeron

48MB[3]

  
 

815EM

Pentium III-M,

32MB[4]

Yes

 
  

Mobile Celeron

   

VIA

UniChrome

Athlon XP-M, Duron

16MB, 32MB,

Yes

 
 

KM400

 

64MB

  
 

ProSavage

Athlon XP-M, Duron,

16MB, 32MB,

Yes

 
 

KN400

Athlon 4

64MB

  
 

ProSavage

Athlon 4, Duron

16MB, 32MB

No[5]

 
 

KN266

    
 

ProSavage

Athlon 4, Duron

8MB, 16MB,

No[5]

Also known as Twister-K

 

KN133

 

32MB

  
 

ProSavage

Pentium III-M,

16MB, 32MB

No[5]

 
 

PN266T

Celeron, VIA C3

   
 

ProSavage

Pentium III-M,

8MB, 16MB,

No[5]

Also known as Twister-T

 

PN133T

Celeron, VIA C3

32MB

  
 

ProSavage

Pentium III-M,

8MB, 16MB,

No[5]

Also known as Twister

 

PM133

Celeron, VIA C3

32MB

  


[1] Intel Extreme Graphics; supports most 3D functions, dual displays, and DirectX 8. For more information, see http://developer.intel.com/design/graphics/index.htm.

[2] Intel Extreme Graphics 2; supports faster 3D rendering and better memory management than original Extreme Graphics. For more information, see http://developer.intel.com/design/graphics2/index.htm.

[3] Supports 8MB when installed system memory is 64MB; 32MB when installed system memory is 128MB to less than 256MB; 48MB when installed system memory is 256MB or more.

[4] Minimums vary between 6MB and 12MB depending on the version of Windows and total system memory installed.

[5] TV-Out is supported if laptop has S-Video/TV-Out connector.

Tip

To determine what chipset your laptop uses, download and install the latest version of SiSoftware Sandra from www.sisoftware.co.uk.

Click the Mainboard information icon to get the details you need.


Adjusting the Amount of Memory Available for Graphics

If your system uses integrated graphics, you can adjust the amount of memory available for graphics in two ways:

  • Change the size of reserved memory for graphics in your laptop's BIOS setup program.

  • Install more memory in your laptop.

Many systems that use integrated graphics offer two or more settings for graphics memory size in the system BIOS. To increase (or decrease) the amount of memory available for video use, follow this procedure:

1.

Start your system.

2.

Press the key(s) used to start the BIOS setup program.

3.

Locate the screen used for graphics/video memory size.

4.

Select the desired value.

5.

Save the changes.

6.

The system restarts and uses the amount of system memory you specified for video memory.

If your laptop uses a system with dynamic memory allocation, a method used by Intel's mobile chipsets, the amount of memory used for graphics varies with the amount of main memory installed as well as with the operating system installed. If your system has less than 256MB of RAM installed, upgrade the memory to 256MB or more to maximize the amount of memory available for graphics.

The Video Driver

The software driver is an essential, and often problematic, element of a video display subsystem. The driver enables your software to communicate with the graphics processor in your laptop, whether it is discrete or integrated. You can have a laptop with the fastest mobile processor, discrete graphics processor, and the most efficient memory on the market, but still have poor video performance because of a badly written driver.

Although the discrete graphics processor or the motherboard chipset vendor creates the video drivers for laptops, they are usually heavily modified to meet the requirements of the laptop vendor. Consequently, to make sure that all the unique video features of your laptop are properly supported, you should normally get driver updates from the laptop vendor. If your laptop vendor no longer supports your laptop's chipset, you can try generic drivers from the graphics or motherboard chipset maker, but they might not work as well as drivers that have been customized for your system.

The video driver also provides the interface you can use to configure your laptop's built-in or external display. On a Windows 9x/Me/2000/XP system, the Display applet found in the Windows Control Panel identifies the monitor and graphics processor installed on your system and enables you to select the color depth and screen resolution you prefer. The driver controls the options available for these settings, so you can't choose parameters the hardware doesn't support. For example, the controls would not allow you to select a 1024x768 resolution with 24-bit color if the adapter has only 1MB of memory.

When you click the Advanced button on the Settings page, you see the Properties dialog box for your particular video display adapter. The contents of this dialog box can vary, depending on the driver and the capabilities of the hardware. Typically, on the General page of this dialog box, you can select the size of the fonts (large or small) to use with the resolution you've chosen. Windows 98/Me/2000 (but not Windows XP) also add a control to activate a convenient feature. The Show Settings Icon on Task Bar check box activates a tray icon that enables you to quickly and easily change resolutions and color depths without having to open the Control Panel. This feature is often called QuickRes. The Adapter page displays detailed information about your adapter and the drivers installed on the system, and it enables you to set the refresh rate for your display; with Windows XP, you can use the List All Modes button to view and choose the resolution, color depth, and refresh rate with a single click. The Monitor page enables you to display and change the monitor's properties and switch monitor drivers if necessary. In Windows XP, you can also select the refresh rate on this screen.

Laptop External Video Activation

From the earliest portable computers to the present day, virtually all laptops have featured an external monitor port. As a consequence, almost all systems also enable you to use the built-in display, the external display, or both displays at the same time, mirroring the contents of the internal display on the external monitor.

Most laptop computers require a function key or software command to activate/deactivate the laptop video output signal for external monitors or TV-Out. The activation/deactivation keystroke usually acts as a switch, cycling between the internal display, external display, or both displays simultaneously. In most cases, the simultaneous display setting does not work properly if the native resolution of the external display (such as a projector) does not match the native resolution of the laptop LCD display. This means that the internal display of some laptops needs to be turned off to achieve optimal image quality on the projector, which can be a major inconvenience. In such a case, I've had to add a signal splitter and an extra monitor so I can see what is being projected behind me when I teach a class.

Here are some of the most commonly used keys to toggle the internal, external, and dual-display settings:

  • Award Fn+F6

  • Compaq Fn+F4

  • Dell Fn+F8

  • Gateway Fn+F3

  • IBM Fn+F7

  • Toshiba Fn+F5

To change the setting for your display, hold down the Fn (function) key and press the appropriate other key, pausing a few seconds between each keypress. This cycles the display output between internal, external, and simultaneous modes.

Caution

Although simultaneous display works when the external display is a monitor or projector with the same native resolution as the internal LCD display, it usually doesn't work when a TV is used as the external display through the S-Video (TV-Out) jack.


Although the ability to display the contents of the internal display on a monitor can be useful for teaching, presentations, or demonstrations, true multiple-display functionality on laptops has been quite scarce until recently.

Multiple Monitor Support

Windows 98 introduced a video display feature that Macintosh systems have had for years: the capability to use multiple monitors on one system to display different parts of the desktop. Windows 98 and Windows Me support up to 9 monitors (and video adapters), each of which can provide a different view of the desktop. Windows 2000 and Windows XP support up to 10 monitors and video adapters. Although multiple-display support has become widespread on desktop computers, either through the installation of secondary display adapters or the recent popularity of dual-head display adapters at mid-range and higher price points, multiple-display support was scarce on laptops until the development of Windows XP.

Windows XP has revolutionized multiple display support for laptops by adding a feature called DualView, an enhancement to Windows 2000's multiple-monitor support. DualView supports notebook computers connected to external displays. With systems supporting DualView, the first video port is automatically assigned to the primary monitor. On a notebook computer, the primary display is the built-in LCD display.

To set up dual monitors on a laptop or notebook system that supports DualView, start by connecting an external display to the VGA connector on your system. Then use the following instructions to set up the dual monitors in Windows XP:

1.

Right-click an empty portion of the Windows desktop.

2.

Select Properties from the right-click menu to open the Display Properties applet.

3.

Select the Settings tab.

4.

Select the second display and then select the option to extend the desktop (see Figure 11.12).

Figure 11.12. The Settings dialog box for a typical laptop with DualView support before the external monitor (monitor #2) is activated.


You can set different resolutions and color depths for each display. Note that using the Extended Desktop requires enough video memory for each display. This is not a problem on most newer systems, but older systems with lower amounts of video memory may have problems with high color depths on both displays. In addition, certain operations, such as playing DVDs and running 3D graphics, require extra video memory, so you may have to adjust display settings. If you have problems, try reducing the color depth on both the internal and external displays.

On most laptop and notebook systems with DVD drives and player applications, DVD movies will show only on the primary display. To change the primary display, go to the Settings tab of Display Properties, right-click the display you want, and select Primary.

Note

Although Windows XP introduced DualView, not every laptop shipped with Windows XP supports DualView. DualView is supported only if the discrete graphics processor or integrated graphics support multiple monitors.


3D Graphics and Laptops

Although business software has yet to fully embrace 3D imaging, full-motion graphics are used in sports, first-person shooters, team combat, driving, and many other types of PC gaming. Three-dimensional gaming has become very popular with all types of computer users, and recent laptops now feature 3D graphics capabilities such as lighting, perspective texture, and shading effects that rival those of mid-range desktop graphics cards.

The Basics of 3D Graphics

To construct an animated 3D sequence, a computer can mathematically animate the sequences between keyframes. A keyframe identifies specific points. A bouncing ball, for example, can have three keyframes: up, down, and up. Using these frames as a reference point, the computer can create all the interim images between the top and bottom. This creates the effect of a smoothly bouncing ball.

After it has created the basic sequence, the system can then refine the appearance of the images by filling them in with color. The most primitive and least effective fill method is called flat shading, in which a shape is simply filled with a solid color. Gouraud shading, a slightly more effective technique, involves the assignment of colors to specific points on a shape. The points are then joined using a smooth gradient between the colors.

A more processor-intensive (and much more effective) type of fill is texture mapping. The 3D application includes patternsor texturesin the form of small bitmaps that it tiles onto the shapes in the image, just as you can tile a small bitmap to form the wallpaper for your Windows desktop. The primary difference is that the 3D application can modify the appearance of each tile by applying perspective and shading to achieve 3D effects. When lighting effects that simulate fog, glare, directional shadows, and others are added, the 3D animation comes very close indeed to matching reality.

3D Graphics Processors for Laptops

Until the late 1990s, 3D applications had to rely on support from software routines to convert these abstractions into live images. This placed a heavy burden on the system processor in the PC, which has a significant impact on the performance not only of the visual display but also of any other applications the computer might be running.

Although graphics cards with 3D acceleration have been available for desktop computers since the late 1990s, it took much longer for both discrete graphics processor and motherboard chipset vendors to develop 3D acceleration for the laptop market.

The first discrete graphics processor for laptops to support 3D acceleration was the NVIDIA GeForce 2 Go. GeForce 2 Go was introduced in late 2000, with the first laptops to use it released in early 2001. Other pioneering discrete graphics processors for laptops, ATI's Mobility Radeon and Trident Microsystems' CyberBLADE XP, were introduced in early 2001. All three companies have developed follow-on products that several major brands of laptops use, primarily in their mid-range and high-end models.

At about the same time, 3D features began to show up in integrated graphics chipsets as well, although even the best integrated graphics for laptops are slower than discrete graphics processors. Most laptops built in 2002 and later now support some level of 3D acceleration and lighting effects. In fact, today's discrete graphics processors for laptops now support the same advanced 3D graphics and lighting effects that are standard in Microsoft DirectX 9.0, just as the desktop graphics processors do.

Consequently, most laptops now enable users to enjoy full-motion 3D graphics in sports, first-person shooters, team combat, driving, and many other types of PC gaming. Table 11.12 compares the 3D support available in recent discrete graphics processors made for laptops. The most powerful and most recent processors in each brand are listed first, with less powerful processors listed afterward.

Table 11.12. 3D Support Features by Laptop Graphics Processor

Vendor

Processor

DirectX Support

Major 3D Features

Notes & Additional Features

ATI

Mobility Radeon X800

DirectX 9.0

PCI Express, 16 rendering pipelines, 128 or 256MB of memory, twice the performance of the Mobility Radeon 9800

 

ATI

Mobility Radeon X600/700

DirectX 9.0

PCI Express, eight rendering pipelines, 128 or 256MB GDDR3 memory

 

ATI

Mobility Radeon X300

DirectX 9.0

PCI Express, shader model 2.0b support, Hyper-Memory, 64- or 128-bit memory interface

 

ATI

Mobility Radeon 9800

DirectX 9.0

Improved design over Mobility Radeon 9800 with higher clock speed, 256MB of memory

 

ATI

Mobility Radeon 9700

DirectX 9.0

Total of eight rendering pipelines, one texture unit per pipeline, vertex shader 2.0 and pixelshader 2.0 support

 

ATI

Mobility Radeon 9600 & 9600 Pro

DirectX 9.0

Improved hardware pixel and vertex shaders

9600 Pro supports automatic overclocking; four rendering and dual vertex engines

ATI

Mobility Radeon 9200

DirectX 8.1

Hardware pixel and vertex shaders, vertex skinning

Improved antialiasing, power management

ATI

Mobility Radeon 9000

DirectX 8.1

Hardware pixel and vertex shaders, vertex skinning up to 128MB of RAM

Up to 128-bit memory bandwidth, four 3D rendering pipes

ATI

Mobility Radeon 7500

DirectX 7.0 Hardware Transform & Lighting (T&L), up to 32MB of RAM

Up to 128-bit memory interface, dual 3D rendering pipes, faster than Mobility Radeon

 

ATI

Mobility Radeon

DirectX 7.0

Up to 16MB of RAM; CPU is used to calculate lighting effects

Single 3D rendering pipe, up to 64-bit memory bandwidth

Nvidia

GeForce Go 6800

DirectX 9.0

1100MHz 256MB GDDR3 memory, 256-bit memory interface, fastest mobile processor

 

NVIDIA

GeForce Go 6800

DirectX 9.0

PowerMizer technology for low-power, 128-bit memory interface

 

NVIDIA

GeForce Go 6400

DirectX 9.0

TurboCache technology, higher clock speed and better performance than GeForce Go 6200

 

NVIDIA

GeForce Go 6200

DirectX 9.0

TurboCache technology to improve memory bandwidth, PureVideo support, shader model 3.0 support

 

NVIDIA

GeForce FX 5700 Go

DirectX 9.0

DVI support, 400MHz RAMDAC, hardware MPEG2 decoder

 

NVIDIA

GeForce FX 5600 Go

DirectX 9.0

Improved hardware pixel and vertex shaders

Improved antialiasing compared to 5200; AGP 8x

NVIDIA

GeForce FX 5200 Go

DirectX 9.0

Improved hardware pixel and vertex shaders

AGP 8x

NVIDIA

GeForce4 4200 Go

DirectX 8.0

Hardware pixel and vertex shaders, vertex skinning

AGP 8x; 6.46GBps memory bandwidth

NVIDIA

GeForce4 460 Go

DirectX 8.0

Hardware pixel and vertex shaders, vertex skinning

8.0GBps memory bandwidth

NVIDIA

GeForce4 440 Go

DirectX 8.0

Hardware pixel and vertex shaders, vertex skinning

7.0GBps memory bandwidth (external memory); 6.0GBps memory bandwidth (built-in memory)

NVIDIA

GeForce4 420 Go

DirectX 8.0

Hardware pixel and vertex shaders, vertex skinning

3.0GBps memory bandwidth


Virtually all these processors support multiple displays, although only on laptops that provide the necessary connections through docking stations or port replicators.

User-Upgradeable Laptop Graphics Modules

Until recently, upgrading the graphics processor in your laptop was officially "impossible." However, if your laptop uses a discrete graphics processor on a removable module, some clever users have been able to determine which graphics modules available from a laptop vendor's service department would work as plug-compatible replacements. These users purchased the modules as replacement parts and performed the upgrades themselves.

However, there are several risks to such "do it yourself" graphics upgrades:

  • Possibility of damage to the laptop during the removal of the old module and installation of the new module because most of the internal parts must be removed on many models to access the video module.

  • High likelihood of voiding the warranty (if any remaining) through performing the upgrade.

  • Possibility of problems in restoring the system to its original condition with the restore CD provided with most laptops. Because the graphics module has a different model of graphics processor (and possibly even a different brand), the predefined graphics drivers on the restore CD might not work anymore.

  • Possibility of a different, nondocumented, change in connector pinout, causing the module to fit but not work and potentially damaging both the module and the laptop.

3D Graphics Application Programming Interfaces

Application programming interfaces (APIs) provide hardware and software vendors a means to create drivers and programs that can work quickly and reliably across a wide variety of platforms. When APIs exist, drivers can be written to interface with these APIs rather than directly with the operating system and its underlying hardware.

Currently, the leading game APIs include SGI's OpenGL and Microsoft's Direct 3D. OpenGL and Direct 3D (part of DirectX) are available for virtually all leading graphics cards and laptop graphics chipsets.

Although the graphics processor vendor must provide OpenGL support, Microsoft provides support for Direct3D as part of a much larger API called DirectX. The latest version of DirectX is DirectX 9.0c, which enhances 3D video support, enhances DirectPlay (used for Internet gaming), and provides other advanced gaming features. For more information about DirectX or to download the latest version, see Microsoft's DirectX website at www.microsoft.com/windows/directx.

Note

DirectX 9.0c is for Windows 98 and later versions (98SE, Me, 2000, and XP) only. However, Microsoft still provides DirectX 8.0a for Windows 95 users.


DirectX Support and 3D Graphics

When different 3D graphics processors are compared, the level of DirectX support provided by each processor is often used as a quick way to compare each processor's features. Therefore, it's useful to know about the major 3D features provided by DirectX 7.0, DirectX 8.0, DirectX 8.1, and DirectX 9.0, which are the versions of DirectX supported by recent discrete and integrated graphics processors for laptops.

DirectX 7.0 features all basic 3D features (multitexturing, bump mapping, texture compression, stencil buffers) and added hardware transform and lighting and texture compression.

DirectX 8.0 and 8.1 add programmable vertex and pixel shaders and antialiasing (8.1 uses a slightly more advanced version of vertex and pixel shaders than 8.0) for much greater realism.

Caution

The majority of integrated chipsets support DirectX 8.0- or 9.0-level 3D effects, albeit sometimes through slower software rendering rather than faster hardware rendering.


DirectX 9.0 adds floating-point color and improved vertex and pixel shaders that can handle longer, more complex programming, thus further improving realism.

To learn more about these advanced 3D features, as well as the basic 3D features supported by almost all recent laptops, read the following subsections.

Major Features of 3D Graphics

The basic function of 3D software is to convert image abstractions into the fully realized images that are then displayed on the monitor. The image abstractions typically consist of the following elements:

  • Vertices Locations of objects in three-dimensional space, described in terms of their x, y, and z coordinates on three axes representing height, width, and depth.

  • Primitives The simple geometric objects the application uses to create more complex constructions, described in terms of the relative locations of their vertices. This serves not only to specify the location of the object in the 2D image, but also to provide perspective because the three axes can define any location in three-dimensional space.

  • Textures Two-dimensional bitmap images or surfaces designed to be mapped onto primitives. The software enhances the 3D effect by modifying the appearance of the textures, depending on the location and attitude of the primitive. This process is called perspective correction. Some applications use another process, called MIP mapping, that uses different versions of the same texture that contain varying amounts of detail, depending on how close the object is to the viewer in the three-dimensional space. Another technique, called depth cueing, reduces the color and intensity of an object's fill as the object moves farther away from the viewer.

Using these elements, the abstract image descriptions must then be rendered, meaning they are converted to visible form. Rendering depends on two standardized functions that convert the abstractions into the completed image that is displayed onscreen:

  • Geometry The sizing, orienting, and moving of primitives in space and the calculation of the effects produced by the virtual light sources that illuminate the image

  • Rasterization The converting of primitives into pixels on the video display by filling the shapes with properly illuminated shading, textures, or a combination of the two

A modern laptop that includes a chipset capable of 3D video acceleration has special built-in hardware that can perform the rasterization process much more quickly than if it were done by software (using the system processor) alone. Most chipsets with 3D acceleration perform the following rasterization functions right on the graphics processor:

  • Scan conversion The determination of which onscreen pixels fall into the space delineated by each primitive

  • Shading The process of filling pixels with smoothly flowing color using the flat or Gouraud shading technique

  • Texture mapping The process of filling pixels with images derived from a 2D sample picture or surface image

  • Visible surface determination The identification of which pixels in a scene are obscured by other objects closer to the viewer in three-dimensional space

  • Animation The process of switching rapidly and cleanly to successive frames of motion sequences

  • Antialiasing The process of adjusting color boundaries to smooth edges on rendered objects

Common 3D Techniques

Virtually all 3D graphics processors use the following techniques:

  • Fogging This technique simulates haze or fog in the background of a game screen and helps conceal the sudden appearance of newly rendered objects (buildings, enemies, and so on).

  • Gouraud shading This technique interpolates colors to make circles and spheres look more rounded and smooth.

  • Alpha blending One of the first 3D techniques, alpha blending creates translucent objects onscreen, making it a perfect choice for rendering explosions, smoke, water, and glass. Alpha blending also can be used to simulate textures, but it is less realistic than environment-based bump mapping (see the section "Environment-Based Bump Mapping and Displacement Mapping," later in this chapter).

Because these techniques are so common, data sheets for advanced graphics processors frequently don't mention them, although these features are present.

Advanced 3D Techniques

The following subsections detail some of the latest techniques that leading 3D graphics processors use. Not every chip uses every technique.

Stencil Buffering

Stencil buffering is a technique useful for games such as flight simulators in which a static graphic elementsuch as a cockpit windshield frame, which is known as a HUD (heads-up display) and used by real-life fighter pilotsis placed in front of dynamically changing graphics (such as scenery, other aircraft, sky detail, and so on). In this example, the area of the screen occupied by the cockpit windshield frame is not rerendered. Only the area seen through the "glass" is rerendered, saving time and improving frame rates for animation.

Z-Buffering

A closely related technique is Z-buffering, which originally was devised for computer-aided drafting (CAD) applications. The Z-buffer portion of video memory holds depth information about the pixels in a scene. As the scene is rendered, the Z-values (depth information) for new pixels are compared to the values stored in the Z-buffer to determine which pixels are in "front" of others and should be rendered. Pixels that are "behind" other pixels are not rendered. This method increases speed and can be used along with stencil buffering to create volumetric shadows and other complex 3D objects.

Environment-Based Bump Mapping and Displacement Mapping

Environment-based bump mapping introduces special lighting and texturing effects to simulate the rough texture of rippling water, bricks, and other complex surfaces. It combines three separate texture maps (for colors, for height and depth, and for environmentincluding lighting, fog, and cloud effects). This creates enhanced realism for scenery in games and could also be used to enhance terrain and planetary mapping, architecture, and landscape-design applications. This represents a significant step beyond alpha blending. However, a feature called displacement mapping produces even more accurate results.

Special grayscale maps called displacement maps have long been used for producing accurate maps of the globe. Microsoft DirectX 9.0 supports the use of grayscale hardware displacement maps as a source for accurate 3D rendering.

Texture Mapping Filtering Enhancements

To improve the quality of texture maps, several filtering techniques have been developed, including MIP mapping, bilinear filtering, trilinear filtering, and anisotropic filtering. These techniques and several others are explained here:

  • Bilinear filtering This technique improves the image quality of small textures placed on large polygons. The stretching of the textures that takes place can create blockiness, but bilinear filtering applies a blur to conceal this visual defect.

  • MIP mapping This technique improves the image quality of polygons that appear to recede into the distance by mixing low-resolution and high-resolution versions of the same texture. MIP mapping is a form of antialiasing.

  • Trilinear filtering This technique combines bilinear filtering and MIP mapping, calculating the most realistic colors necessary for the pixels in each polygon by comparing the values in two MIP maps. This method is superior to either MIP mapping or bilinear filtering alone.

Note

Bilinear and trilinear filtering work well for surfaces viewed straight on, but they might not work so well for oblique angles (such as a wall receding into the distance).


  • Anisotropic filtering Some video card makers use anisotropic filtering for more realistic rendering of oblique-angle surfaces containing text. This technique is used when a texture is mapped to a surface that changes in two of three spatial domains, such as text found on a wall down a roadway (for example, advertising banners at a raceway). The extra calculations used take time, and for that reason, anisotropic filtering can be disabled.

  • T-buffer This technology eliminates aliasing (errors in onscreen images due to an undersampled original) in computer graphics (such as the "jaggies" seen in onscreen diagonal lines, motion stuttering, and inaccurate rendition of shadows, reflections, and object blur). The T-buffer replaces the normal frame buffer with a buffer that accumulates multiple renderings before displaying the image. Unlike some other 3D techniques, T-buffer technology doesn't require rewriting or optimization of 3D software to use this enhancement. The goal of T-buffer technology is to provide a movie-like realism to 3D-rendered animations. The downside of enabling antialiasing using a card with T-buffer support is that it can dramatically impact the performance of an application. This technique is incorporated into Microsoft DirectX 8.0 and above.

  • Integrated transform and lighting The 3D display process includes transforming an object from one frame to the next and handling the lighting changes that result from those transformations. Many 3D cards put the CPU in charge of these functions, but most recent graphics accelerators from NVIDIA and ATI integrate separate transform and lighting engines into the graphics processor for faster 3D rendering, regardless of CPU speed. This technique is incorporated into DirectX 7.0 and above.

  • Full-screen antialiasing This technology (also known as FSAA) reduces the "jaggies" visible at any resolution by adjusting color boundaries to provide gradual, rather than abrupt, color changes. DirectX 8.0 and above support FSAA.

  • Vertex skinning Also referred to as vertex blending, this technique blends the connection between two angles, such as the joints in an animated character's arms or legs. DirectX 8.0 and above support this technique.

  • Programmable vertex and pixel shading Pixel shading is an enhanced form of bump mapping for irregular surfaces that enables per-pixel lighting effects. Vertex shaders work with vertices, the intersections between the polygons used to build all 3D objects. DirectX 8.0 and 8.1 incorporate first-generation versions of these technologies, while DirectX 9.0 adds floating-point accuracy and more complex programs.

  • Floating-point calculations Microsoft DirectX 9.0 supports floating-point data for more vivid and accurate color and polygon rendition.

TV/Video Output and Capture

Laptop computers can be used with TVs, video players, and video recorders to provide the following benefits:

  • Larger screen displays for presentations

  • Recording of laptop screens or presentations to video tape

  • Capture of analog video for editing and conversion to digital formats

  • TiVo-like delayed viewing of TV programs

Before a laptop computer can be used with external video or TV sources or recorders, it needs to have suitable built-in hardware or external peripherals connected to it. However, before you attempt to use a laptop computer with TV or video hardware, it's important to understand the differences between computer and TV signals.

In the United States, the National Television Standards Committee (NTSC) established color TV standards in 1953. Some other countries, such as Japan, followed this standard. Many countries in Europe, though, developed more sophisticated standards, including Phase Alternating Line (PAL) and Sequential Couleur A Mémoire (SECAM). Table 11.13 shows the differences among these standards.

Table 11.13. Television Versus Computer Monitors

Standard

Year Est.

Country

Lines

Rate

Television

NTSC

1953 (color)

U.S., Japan

525

60 fields/sec

 

1941 (B&W)

   

PAL

1941

Europe[1]

625

50 fields/sec

SECAM

1962

France

625

25 fields/sec

Computer

VGA

1987

U.S.

640x480[2]

72Hz

Field = 1/2 (.5 frame)


[1] England, Holland, and West Germany.

[2] VGA is based on more lines and uses pixels (480) versus lines; genlocking is used to lock pixels into lines and synchronize computers with TV standards.

Until recently, it was necessary to buy VGA-to-NTSC converters for any laptop you wanted to use with a TV set or VCR. However, most recent laptops now feature a TV-Out (S-Video) port that can be used for this purpose; some low-cost models use the less-desirable composite video port instead. The TV-Out port provides adequate quality for use with a TV set, but if you want to record high-quality video with your laptop, you should use an external VGA-to-NTSC adapter with a feature called genlocking. Genlocking enables the synchronization of signals from multiple video sources or video with PC graphics. This provides the signal stability necessary to obtain adequate results when recording to tape.

Adding TV-Out Support

If your laptop doesn't have a TV-Out (S-Video) port, you can add an external adapter. This adapter does not replace your existing video card but rather connects to it using an external cable. In addition to VGA input and output ports, a video-output device typically has a video-output interface for S-Video and composite video. A few high-end models support HDTV.

Most VGA-to-TV converters support the standard NTSC television format and might also support the European PAL format; a few also support the French SECAM format. The display resolution these devices are designed to accept is sometimes limited to straight VGA at 640x480 pixels, although some TV-Out ports and external converters can also handle up to 1280x1024 output resolutions and convert them to NTSC. A few advanced models also support DV (1600x1200) to TV conversion. The converter also might contain an antiflicker circuit to help stabilize the picture because VGA-to-TV products, as well as TV-to-VGA solutions, often suffer from a case of the jitters. Some models can be powered from the laptop's USB port, but most use an AC adapter.

Figure 11.13 shows a typical external VGA-to-NTSC solution. It includes a remote control, which makes it easier to adjust the quality of the TV picture and activate special features such as zoom.

Figure 11.13. AVerMedia's AVerkey300 Gold PC-to-TV converter features a remote control, Plug and Play operation, and dual-display support for PCs and Macs. It requires an AC power source. (Photo courtesy AVerMedia.)


Adding TV Tuner and Video Capture Support

Although an increasing number of laptop computers support TV-Out, the TV-Out port doesn't support TV input. If you want to watch TV on your laptop or capture still images or video, you need to add additional hardware.

Today, video sources come in two forms:

  • Analog

  • Digital

Analog video can be captured from traditional sources, such as broadcast or cable TV, VCRs, and camcorders using VHS or similar tape standards. This process is much more demanding of storage space and system performance than still images are. Here's why.

The typical computer screen was designed to display mainly static images. The computer's capability to store and retrieve these images requires managing huge files. Consider this: A single, full-screen color image in an uncompressed format can require as much as 2MB of disk space; a 1-second video would therefore require 45MB. Likewise, any video transmission you want to capture for use on your PC must be converted from an analog NTSC signal to a digital signal your computer can use.

Considering that full-motion video can consume massive quantities of disk space, it becomes apparent that data compression is all but essential. Compression and decompression apply to both video and audio. Not only does a compressed file take up less space, but it also performs better simply because less data must be processed. When you are ready to replay the video/audio, the application decompresses the file during playback. In any case, if you are going to work with video, be sure that your hard drive is large enough and fast enough to handle the huge files that can result.

Tip

Although today's laptop computers have hard drives as large as 80GB, working with video can quickly use up much of your laptop's disk space. Consider adding an external hard disk with an IEEE 1394 or USB 2.0 port and a capacity of at least 80GB or more to your laptop for video storage, or making frequent backups of captured video with the CD-RW drive typically found in most recent laptop computers.


Compression/decompression programs and devices are called codecs. Two types of codecs exist: hardware-dependent codecs and software (or hardware-independent) codecs. Hardware codecs typically perform better; however, they require additional hardware that is not usually available for laptops. Software codecs do not require hardware for compression or playback, but they typically do not deliver the same quality or compression ratio. Two of the major codec algorithms are JPEG and MPEG. These codec algorithms are described in the following list:

  • JPEG (Joint Photographic Experts Group) Originally developed for still images, JPEG can compress and decompress at rates acceptable for nearly full-motion video (30fps). JPEG still uses a series of still images, which makes editing easier. JPEG is typically lossy (meaning that a small amount of the data is lost during the compression process, slightly diminishing the quality of the image), but it can also be lossless. JPEG compression functions by eliminating redundant data for each individual image (intraframe). Compression efficiency is approximately 30:1 (20:140:1).

  • MPEG (Motion Picture Experts Group) MPEG by itself compresses video at approximately a 30:1 ratio, but with precompression through oversampling, the ratio can climb to 100:1 and higher, while retaining high quality. Therefore, MPEG compression results in better, faster videos that require less storage space. MPEG is an interframe compressor. Because MPEG stores only incremental changes, it is not used during editing phases. MPEG-2 is the standard used for DVD compression; it uses more disk space but produces much better results than MPEG-1, which is used primarily for video email or web-based video.

If you will be capturing or compressing video on your computer, you'll need software based on standards such as Microsoft's DirectShow (the successor to Video for Windows and ActiveMovie), Real Network's Real Producer series, or Apple's QuickTime Pro. Players for files produced with these technologies can be downloaded free from the vendors' websites.

To play or record video with your laptop, you need some extra hardware and software:

  • Video system software, such as Apple's QuickTime for Windows or Microsoft's Windows Media Player.

  • A compression/digitization video adapter that enables you to digitize and play large video files.

  • An NTSC-to-VGA adapter that combines TV signals with computer video signals for output to a VCR. Video can come from a variety of sources: TV, VCR, video camera, laserdisc player, or DVD player. When you record an animation file, you can save it in a variety of file formats: AVI (audio video interleave), MOV (Apple QuickTime format), or MPG (MPEG format).

You can capture individual screen images or full-motion video for reuse in several ways:

  • USB-based TV-tuner or video-capture devices

  • USB or IEEE 1394abased web cams with video-input ports

  • Camcorders with IEEE 1394 (FireWire) connectors

TV tuners that plug into the USB port are available from a wide variety of sources, including Hauppauge (www.hauppauge.com), StarTech, AVerTech, Pinnacle Systems (www.pinnaclesys.com), and others. Some devices support only USB 1.1, whereas others also support the faster data-transfer rates of USB 2.0 (Hi-Speed USB). In most cases, users rate the results with USB 1.1compatible devices as acceptable, but noticeably less sharp than a normal TV signal would be. This is due primarily to the low data rate (12Mbps) supported by the USB 1.1 port. Devices that support the 480Mbps transfer rate of USB 2.0 provide better quality, but you need to add a USB 2.0 (Hi-Speed USB) CardBus card to your laptop if it doesn't have a Hi-Speed USB port already installed or built in to the unit.

Most TV tuners also provide still or full-motion capture, but you can also use dedicated video-capture devices or use web cams that include video inputs. These units capture still or moving images from NTSC video sources, such as camcorders and VCRs. Although image quality is limited by the input signal, the results are still good enough for presentations and desktop publishing applications. These devices work with displays configured to use 8-, 16-, and 24-bit color depths and usually accept video input from VHS, Super VHS, and Hi-8 devices. As you might expect, however, Super VHS and Hi-8 video sources give better results, as do configurations using more than 256 colors.

Tip

For best color and screen quality when watching TV or capturing video, set your display for 24-bit or 32-bit color.


For the best video capture results, use DV camcorders equipped with IEEE 1394 (i.LINK/FireWire) connectors; they can output high-quality digital video directly to your computer without the need to perform an analog-to-digital conversion. Although many laptop computers feature built-in IEEE 1394 ports, you need to install an IEEE 1394 CardBus card into those that lack these ports if you want to capture output from a DV camcorder.

Your second-best option is to use a USB 2.0equipped personal video recorder (PVR) or video capture device. These devices are optimized to provide high-quality digital conversions from analog video such as TV shows and existing analog videotape. A PVR also enables you to digitally record a TV show and watch it on a delayed basis and enjoy high-speed digital fast-forward and rewind.

If you want to use both USB 2.0 and IEEE 1394a devices with your laptop computer and don't have either port type already, Adaptec (www.adaptec.com) offers a CardBus card that provides both port types in a single Type II PC Card form factor.

If you want to capture analog video or still images from a TV or VCR, the quality of the captured video or still images is affected by the speed of the port used (USB 2.0 ports are faster than USB 1.1 ports), especially for analog video, as well as the connection used between the video source and the laptop.

If possible, use the S-Video connector on your TV or VCR for the connection; this is the same type of connector used by almost all laptops with built-in TV-Out and is also supported by most add-on TV tuner or video capture devices. S-Video separates color (chroma) and brightness (luma) into separate signals. Composite video (which uses a single RCA jack) provides a lower-quality picture than S-Video does.

Troubleshooting Laptop Video Problems

Troubleshooting laptop video problems is more difficult than troubleshooting problems with desktop video because one of the most popular techniques, replacing the video card, is not possible on many laptops. Even on laptops that offer a removable video module, the video module is difficult to remove and expensive to replace. Generally, such replacements are done only when the video chip inside the adapter has failed or the user wants to upgrade to a better graphics processor. However, there are still many ways to determine the cause of laptop video problems and solve (or work around) some of them.

Troubleshooting Graphics Acceleration

If your laptop's graphics subsystem includes a graphics accelerator (as virtually all of them have for some time), the Display adapter's Advanced properties page has a Performance tab that contains a Hardware Acceleration slider you can use to control the degree of graphic display assistance provided by your adapter hardware. In Windows XP, the Performance page is referred to as the Troubleshoot page.

Setting the Hardware Acceleration slider to the Full position activates all the adapter's hardware acceleration features. If you're not certain of which setting is the best for your situation, use this procedure: Move the slider one notch to the left to address mouse display problems by disabling the hardware's cursor support in the display driver. This is the equivalent of adding the SWCursor=1 directive to the [Display] section of the System.ini file in Windows 9x/Me. If you are having problems with 2D graphics in Windows XP only, but 3D applications work correctly, move the slider to the second notch from the right to disable cursor drawing and acceleration.

Moving the slider another notch (to the third notch from the right in Windows XP or the second notch from the right in earlier versions) prevents the adapter from performing certain bit-block transfers; it disables 3D functions of DirectX in Windows XP. With some drivers, this setting also disables memory-mapped I/O. This is the equivalent of adding the Mmio=0 directive to the [Display] section of System.ini and the SafeMode=1 directive to the [Windows] section of Win.ini (and the SWCursor directive mentioned previously) in Windows 9x/Me.

Moving the slider to the None setting (the far left) adds the SafeMode=2 directive to the [Windows] section of the Win.ini file in Windows 9x/Me. This disables all hardware acceleration support on all versions of Windows and forces the operating system to use only the device-independent bitmap (DIB) engine to display images, rather than bit-block transfers. Use this setting when you experience frequent screen lockups or receive invalid page fault error messages.

Note

If you need to disable any of the video hardware features listed earlier, this often indicates a buggy video or mouse driver. If you download and install updated video and mouse drivers, you should be able to revert to full acceleration. You should also download an updated version of DirectX for your version of Windows.


Troubleshooting Display Colors

If you're trying to reproduce onscreen color graphics with a color printer and the colors don't match between your display and your printer, look for a tab called Color Management in the Advanced section of the Display properties page (click Settings, Advanced to display these tabs). You can select a color profile for your monitor to enable more accurate color matching for use with graphics programs and printers.

If onscreen color is too dark, too light, or colors are off, use the Color tab to adjust color balance, brightness, contrast, and gamma (see Figure 11.14).

Figure 11.14. The Color tab for the ATI Mobility Radeon processor can be used to adjust overall desktop brightness; color curves for red, blue, and green; and game screen brightness with the game gamma button.


If the flat-panel display panel or external monitor can't display 16-bit, 24-bit, or 32-bit color, the display drivers might be corrupted. Delete the video display adapter listing in Device Manager and restart the computer so it will reload the drivers. Download and install updated drivers if necessary.

Troubleshooting 3D Acceleration Quality Issues

If you are having problems with 3D game display performance or display quality, you have two options you can try if installing new drivers doesn't improve the situation:

  • Adjust the 3D graphics and quality settings in your game's setup dialog boxes.

  • Adjust general 3D graphics and quality settings in your Display properties page, assuming your laptop's graphics adapter has these options.

If your laptop supports 3D graphics, its graphics driver will usually have two tabs in the Advanced dialog box that you can use to adjust 3D graphics performance and screen quality:

  • Direct3D Used to adjust settings for games that use the Microsoft DirectX API

  • OpenGL Used to adjust settings for games that use the OpenGL API

Typically, dialog boxes like the one shown in Figure 11.15 enable you to adjust the settings in the direction of performance (less detailed 3D graphics with greater screen display speed) or quality (greater 3D graphics detail with lower screen display speed) and to fine-tune specific settings for anisotropic filtering, antialiasing, textures, MIP mapping, and Z-buffer depth.

Figure 11.15. Use the Direct3D dialog box (left) to adjust visual quality and performance settings for DirectX games. Use the OpenGL dialog box (right) to adjust visual quality and performance settings for OpenGL games.


Tip

Because laptop computers are often slower than desktop computers in both 3D graphics performance and processor speed, try the Performance settings first for best results, unless you have a laptop with a processor faster than 2GHz.


Troubleshooting Internal Displays

Problem: No picture.

Solution: Press the key combination used to switch the display between the internal and external monitors. If you have cycled through the key combinations to switch the display and still don't see a picture on the internal display, check the contrast and brightness controls. Dual-scan and passive-matrix panels often have a sliding control on the side of the flat-panel display. Active-matrix models might use key combinations to adjust these settings, or they might not have adjustments. If you still don't see a picture after making these adjustments, plug your system into an external monitor and try the troubleshooting steps listed in the next section. If no picture appears on the external monitor either, your laptop's graphics processor might have failed.

Problem: Picture is surrounded by a wide black border (refer to Figure 11.2).

Solution: Adjust the Display properties to use the native resolution of the display.

Problem: Black line or box across part or all of the display.

Solution: Transistors in the flat-panel display have failed. Replace the display panel as soon as possible. Use an external display until you can replace the display.

Troubleshooting External Displays

Problem: No picture.

Solution: If the LED on the front of the monitor is yellow or flashing green, the monitor is in power-saving mode. Press the key combination to switch the display to the external monitor. If both the internal display and external display are blank, move the mouse or press Alt+Tab on the keyboard and wait up to 1 minute to wake up the system if the system is turned on.

If the LED on the front of the monitor is green, the monitor is in normal mode (receiving a signal), but the brightness and contrast are set incorrectly on the monitor. Adjust them.

If no lights are lit on the monitor, check the power and power switch. Check the surge protector or power director to ensure that power is going to the monitor. Replace the power cord with a known-working spare if necessary. Retest. Replace the monitor with a known-working spare to ensure that the monitor is the problem.

Check data cables at the monitor and laptop video port. If the monitor is plugged into a port replicator or docking station, shut down the monitor and computer, remove the port replicator or docking station, and plug the monitor directly into the laptop's VGA port. If the display works when it is plugged directly into the laptop, the port replicator or docking station is defective.

Problem: Jittery picture quality.

Solution: For flat-panel display monitors, use display-adjustment software or onscreen menus to reduce or eliminate pixel jitter and pixel swim. For all monitors, check cables for tightness at the video card and the monitor (if removable). Here are some other actions to take:

  • Remove the extender cable and retest with the monitor plugged directly into the video card. If the extended cable is bad, replace it.

  • Check the cables for damage; replace them as needed.

  • If problems are intermittent, check for interference. (Microwave ovens near monitors can cause severe picture distortion when turned on.)

For CRT monitors, check refresh-rate settings; reduce them until acceptable picture quality is achieved. Here are some other actions to take:

  • Use onscreen picture adjustments until an acceptable picture quality is achieved.

  • If problems are intermittent and can be "fixed" by waiting or gently tapping the side of the monitor, the monitor power supply is probably bad or has loose connections internally. Service or replace the monitor.

Troubleshooting Drivers and Video Processors

Problem: The display works at startup (DOS) but not in Windows.

Solution: If you have an acceptable picture quality in MS-DOS mode (system boot) but no picture in Windows, most likely you have an incorrect or corrupted video driver installed in Windows. Boot Windows 9x/Me in Safe Mode (which uses a VGA driver), boot Windows 2000/XP in Enable VGA mode, or install the VGA driver and restart Windows. If Safe Mode or VGA Mode works, get the correct driver for the graphics processor and reinstall.

Problem: Can't select the desired color depth and resolution combination.

Solution: Verify that the graphics processor is properly identified in Windows and that the video memory is working properly. Use diagnostic software provided by the graphics processor maker to test the video memory. If the hardware is working properly, check for new drivers. If the system uses integrated graphics with a fixed video memory size, make sure the maximum size for the frame buffer has been selected in the system BIOS setup program. If the video memory size varies by installed memory, install more memory (up to a total of 256MB or more) to provide more memory for use by the display.

Problem: Can't select desired refresh rate.

Solution: Verify that the card and monitor are properly identified in Windows. Obtain updated drivers for the card and monitor.

DisplayMate

DisplayMate is a unique diagnostic and testing program designed to thoroughly test your laptop's graphics processor and display. It is somewhat unique in that most conventional PC hardware diagnostics programs do not emphasize video testing the way this program does.

I find it useful not only in testing whether a graphics processor is functioning properly but also in examining video displays. You easily can test the image quality of a display, which allows you to make focus, centering, brightness and contrast, color level, and other adjustments much more accurately than before. If you are purchasing a new monitor or laptop computer, you can use the program to evaluate the sharpness and linearity of the display and to provide a consistent way of checking each monitor you are considering. If you use projection systems for presentationsas I do in my PC hardware seminarsyou will find it invaluable for setting up and adjusting the projector.

DisplayMate also can test a laptop's video circuits thoroughly. It sets the video circuits into each possible video mode so you can test all the adapter's capabilities. It even helps you determine the performance level of your card, both with respect to resolution and colors as well as speed. You can then use the program to benchmark the performance of the display, which enables you to compare one type of video adapter system to another.

Visit www.displaymate.com for more information.





Upgrading and Repairing Laptops
Scott Muellers Upgrading and Repairing Laptops, Second Edition
ISBN: 0789733765
EAN: 2147483647
Year: 2005
Pages: 180
Authors: Scott Mueller

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net