24vs32 bit...
Friday, July 25, 2003 by EventHorizon | Discussion: WinCustomize Talk
) the highest color setting avaliable is 24 bit. (A tad more than 16 million colors) While on other name brand cards, (Nvidia, ATI) will go up to 32 bit... (More than a billion colors if Im not mistaken) Can you tell the difference between 24 and 32 bit? (Like between 16 and 24...Color-banding shows up a lot with 16, but not with 24) And is 32 necessarily better than 24?
Reply #3 Friday, July 25, 2003 3:40 PM
Reply #4 Friday, July 25, 2003 3:43 PM
| Colour Setting | Colours on Screen at Once | Description |
| 16 Colour | 16 Colours | Display's pictures in almost two tones that look very rough and pixely |
| 256 Colour | 256 Colours | Displayed pictures that look grainy and photos look like cartoons |
| 16bit High Colour | 65,536 Colours | Most people use this setting. Pictures look real and only slight banding appears in smooth shaded areas such as sky photos. |
| 24bit True Colour | 331,776 Colours | Gives a much better image than 16bit, and shows pictures without any artefacts. Some computers only display 24bit and not 32bit colour. |
| 32bit True Colour | 1.6 Million Colours | The best image quality for displaying images on computers. Some computers only display 32bit and not 24bit colour. |
[Message Edited]
Reply #5 Friday, July 25, 2003 3:56 PM
Reply #6 Friday, July 25, 2003 4:16 PM
Reply #7 Friday, July 25, 2003 4:19 PM
Reply #8 Friday, July 25, 2003 4:35 PM

Reply #9 Friday, July 25, 2003 5:06 PM
Bits has to do with how much color can be dsiplayed at once. It's 2^N. Where N is the # of bits.
N^15 is 32k colors. N^16 is 65,535. N^24 is 16.8.
256 color is also referred to as 8 bit color (N^8).
Reply #10 Friday, July 25, 2003 6:12 PM
Reply #12 Friday, July 25, 2003 6:46 PM
Reply #13 Friday, July 25, 2003 7:18 PM
Reply #14 Friday, July 25, 2003 7:57 PM
The way I understood it is like what paxx says, there is no 32bit 'color' in RGB. 24bit and 32bit color both have 16.8 million colors. 32bit RGB has an extra 8bits for alpha levels and other header data. I've also heard that CMYK uses the extra 8bits for color, so all 4 channels have 8bits. I'm not sure if any of this is true though...
I hear they're developing 48bit and 64bit color systems. That will be interesting.
Reply #15 Friday, July 25, 2003 9:36 PM

Reply #16 Friday, July 25, 2003 11:05 PM
*Color not colour. (Brits and Aussies are excused from this correction as their dialect has not yet matured to the point of removing the unnecessary vowel)
Just kidding, Jafo.

Reply #17 Saturday, July 26, 2003 12:18 AM

Reply #18 Saturday, July 26, 2003 2:00 AM
32-bits can have a significant advantage in speed. 32-bits are handled much faster than 24-bits when handling pixels individually, because 32-bit pixels can be accessed in one "aligned" read or write operation. On the other hand 24-bit pixels can only be accessed 8-bits at a time or need to be accessed by one or two 32-bit aligned accesses with a lot of bit shifting.
Games engine coders are very aware of these issues and when true colors are used they rather use 32-bit modes than the slower 24-bit modes. The same goes for DesktopX. Internally DX works with 32-bit bitmaps for the same reason. Games and DesktopX are using the fourth channel for per pixel alpha blending (translucency) information.
In graphics drivers it may make a difference too, but some hardware has specialized 24-bit manipulation hardware. Chances are that 32-bit is still faster, because not all graphics opertions are done by graphics hardware.
The Matrox Parhelia is a special case. That graphics card is using 10-bits (!) per channel to increase the quality of the color. So, they can use 1024 values per channel. That allows the Parhelia to use 1,073,741,824 instead of 16,777,216 colors.
Why does it make a difference to have that many colors? Assume you have a picture of a white teapot. In 256 color modes you will not see nice gradients in the picture but bands of colors instead. Looks rather ugly. In true color that effect will be less obvious and the image looks much smoother. The Parhelia clearly wins when showing a lot of different grades of the same color. It looks more natural.
On a monitor 8 or 10-bits per channel is enough, but for (professional) high quality printing there are a lot more colors. 48-bit (16-bit per channel) scanners are able to scan and to save these high quality images without losing much color information. Note that high quality printing also uses 2400 and often more than 4800 DPI in which the number of colors is much more important than on a monitor.
The same is true for ultra high resolutions used by movies. On such systems 8 or 10 bits per channel would cause these ugly bands to appear again. Such systems use 16-bit per channel or more.
Graphics programs are able to use 24-bit color formats. Also, some software is able to use 32-bit formats (which is good news for games programmers). These days 48, 64, 96 and 128-bit formats start to appear in professional software.
In todays graphics cards we also see high precision color being used for real time 3D rendering. Nvidia not only supports 8-bits per channel pixel and vertex shaders, but also 16-bits per channel and even a 32-bit floating point modes. And yes, other brands have similar capabilities, although ATI's R300 is using a maximum of 24-bits per channel (96-bits per pixel) which is expanded to 128-bits per pixel when written to the frame buffer.
Reply #19 Saturday, July 26, 2003 2:25 AM
1-bit (2 colors)
4-bits (16 colors)
8-bits (256 colors chosen from a palette of 16,777,216 colors)
15-bits (32,768 colors)
16-bits (65,536 colors)
24-bits (16,777,216 colors)
32-bits (16,777,216, because 8-bits are not use for color information)
The extra 8-bits (the Alpha channel) can be used for per pixel alpha blending (translucency).
In DirectX we have a lot more variations, like a 16-bit format with 4-bits color channels and a 4-bits Alpha channel or a 16-bit format with 5-bit color channels and a 1-bit Alpha channel. In DirectX the Alpha channel is sometimes used to store Z-buffer information.
[Message Edited]
Reply #20 Saturday, July 26, 2003 4:31 AM

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Reply #1 Friday, July 25, 2003 2:56 PM