WEBVTT - Reflecting on Resolutions

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeartRadio. And how the tech

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<v Speaker 1>are you today? I thought we would talk a bit

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<v Speaker 1>about resolutions. Not like I'm gonna lose weight this year,

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<v Speaker 1>I promise, but more like, yeah, I got a five

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<v Speaker 1>K ultra wide display, so you know, I'm pretty cool.

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<v Speaker 1>Resolution is one of the factors that determines the quality

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<v Speaker 1>of image you can have on a display, whether that's

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<v Speaker 1>a television or a computer display. We're largely going to

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<v Speaker 1>talk about TVs in this episode. And remember I said

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<v Speaker 1>one of the factors, because there's actually a ton of

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<v Speaker 1>different factors that come into play when it's all about

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<v Speaker 1>your image quality. I think that's important because often, I

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<v Speaker 1>guess less often than it used to be. But you know,

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<v Speaker 1>it used to be a thing where people would use

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<v Speaker 1>resolution as a as shorthand for quality, right, Like they

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<v Speaker 1>would talk about resolution as if that automatically made one

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<v Speaker 1>display or television better than another. And there's this implication

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<v Speaker 1>that the larger the number, the better the experience. It

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<v Speaker 1>is kind of like how Nigel Toughnel of a spinal

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<v Speaker 1>tap insisted that his amp was superior to all other

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<v Speaker 1>amps on the market because his goes to eleven and

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<v Speaker 1>eleven is one louder than ten. As it turns out,

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<v Speaker 1>there are lots of elements that determine whether or not

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<v Speaker 1>the image you get on screen is fantastic or if

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<v Speaker 1>it's not, And we'll talk a bit about that at

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<v Speaker 1>the end, but for now, let's just focus on resolution,

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<v Speaker 1>no pun intended. Typically we describe resolution as think of

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<v Speaker 1>it as the number of pixels that are used to

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<v Speaker 1>make up an image, so pixels in this case would

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<v Speaker 1>be individual points of light. This is a lot easier

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<v Speaker 1>to talk about with digital displays. When you get to

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<v Speaker 1>analog it's a very different story. We'll touch on that.

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<v Speaker 1>So there have been a lot of different display technologies

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<v Speaker 1>over the years, and they work in different ways, but

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<v Speaker 1>we frequently will still talk about resolution in terms of pixels.

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<v Speaker 1>It's just a useful kind of shorthand. Now it's undeniably

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<v Speaker 1>true that if you only have a few pixels, any

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<v Speaker 1>image you create is going to be crude and blocky. Really,

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<v Speaker 1>you'll be able to pick out the shapes of the

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<v Speaker 1>individual pixels. So a lot of the discussion we're going

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<v Speaker 1>to have today is going to be about square pixels.

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<v Speaker 1>And thus, if you make an image with just a

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<v Speaker 1>few pixels and they're all square pixels, it's going to

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<v Speaker 1>look like a bunch of blocks. If you've ever played

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<v Speaker 1>old home video games, like the stuff you would get

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<v Speaker 1>on say an Atari twenty six hundred or the old

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<v Speaker 1>Nintendo Entertainment System, you probably noticed that stuff on screen

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<v Speaker 1>typically is made up of squares. Some of the squares

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<v Speaker 1>could be pretty small, but they're still squares, and they

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<v Speaker 1>have defined edges. If you get a good enough look,

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<v Speaker 1>you can see, oh, these are a bunch of blocks.

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<v Speaker 1>Even rounded characters like the Goombas in the original Super

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<v Speaker 1>Mario Brothers game on the nes, they're made up of

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<v Speaker 1>these tiny little blocks, and pixels are essentially the same

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<v Speaker 1>basic idea, although pixels are really the elements that are

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<v Speaker 1>allowing us to see those blocks. So if I gave

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<v Speaker 1>you a bunch of actual physical wooden blocks, and the

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<v Speaker 1>blocks were of all different colors, like you know, you've

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<v Speaker 1>got like a ton of red, and you've got lots

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<v Speaker 1>of different shades of red, and a ton of blue

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<v Speaker 1>and a ton of green, and all those kind of things.

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<v Speaker 1>But each block measured one inch to a side, So

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<v Speaker 1>these are these are cubes. And I give you a

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<v Speaker 1>frame that's I don't know, like twenty one inches wide

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<v Speaker 1>and twelve inches tall. That's roughly a four x three relationship.

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<v Speaker 1>Not quite, but it's close enough. And I told you

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<v Speaker 1>create a picture of a house using these blocks, Like

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<v Speaker 1>you have to make a house using these blocks within

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<v Speaker 1>that frame. So you're doing what is essentially a two

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<v Speaker 1>dimensional image, Like, yeah, the blocks are cubes, but we're

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<v Speaker 1>just gonna be looking at it from the top down. Well,

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<v Speaker 1>your picture is gonna look pretty primitive because you're using

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<v Speaker 1>these one inch by one inch blocks, and you know

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<v Speaker 1>you're not gonna have any smooth curves or or things

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<v Speaker 1>like that, like anything that's at an angle. You're gonna

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<v Speaker 1>get this blocky texture. But let's say that instead I

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<v Speaker 1>give you the same size frame, but now I'm giving

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<v Speaker 1>you blocks that are half an inch to a side,

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<v Speaker 1>not a full inch. Now you can fit more blocks

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<v Speaker 1>inside that same frame. The house you create will look

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<v Speaker 1>slightly less jagged, it'll look less primitive. Now let's say

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<v Speaker 1>I keep doing that, and eventually you have blocks that

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<v Speaker 1>are just one one hundredth of an inch to a side,

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<v Speaker 1>and you're able to manipulate these somehow well, you could

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<v Speaker 1>create an image that, from at least a certain distance

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<v Speaker 1>might not look like it's jagged at all. It might

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<v Speaker 1>look like it's made up of smooth lines no matter

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<v Speaker 1>what the angle is, maybe even curved lines. Well, that's

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<v Speaker 1>the basic idea behind resolution. It's a combination of pixel density,

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<v Speaker 1>as in how many pixels are within that frame, and

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<v Speaker 1>then the display size how big is the frame. So,

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<v Speaker 1>going back to our example where we were starting with

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<v Speaker 1>a frame that's twenty one inches wide and twelve inches tall,

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<v Speaker 1>let's say we increase the frame size by a factor

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<v Speaker 1>of ten. We might get ten times larger. But instead

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<v Speaker 1>of adding more blocks, I also just increase the size

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<v Speaker 1>of the blocks as well, So the pixels in this

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<v Speaker 1>case also get to be ten times long. The resolution

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<v Speaker 1>would be the same. Even though the image is bigger,

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<v Speaker 1>The resolution is the same because it's the exact same

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<v Speaker 1>number of pixels that make of that image. It doesn't

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<v Speaker 1>matter how big I make that frame. If the pixels

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<v Speaker 1>expand along with the frame expanding, we get the same

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<v Speaker 1>blocky image. Now, granted, if you get further and further

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<v Speaker 1>away from the picture, it starts to look better because

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<v Speaker 1>we lose the fidelity with our vision. Human vision has limitations.

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<v Speaker 1>But if I really want to make a higher resolution image,

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<v Speaker 1>I have to change the size of the pixels. That's

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<v Speaker 1>what's important, so I can put more pixels within that

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<v Speaker 1>frame now, at least to a certain point. The higher

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<v Speaker 1>the pixel density, the smoother and image will appear on

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<v Speaker 1>a display. I say to a certain point because as

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<v Speaker 1>I mentioned earlier, human vision has its own limits, and

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<v Speaker 1>beyond those limits, you are not likely to notice a difference.

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<v Speaker 1>It's not like there's a hard cutoff for all people.

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<v Speaker 1>Obviously everybody's different, But if you were to look at

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<v Speaker 1>a typical person, you would say that beyond a certain resolution,

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<v Speaker 1>if you're considering a certain size display and a certain

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<v Speaker 1>distance from it, you're not really going to notice a

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<v Speaker 1>difference in increase resolution. It just comes a point where

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<v Speaker 1>a curve line is going to look perfectly curved. Now,

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<v Speaker 1>if you were to zoom way way in, you would

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<v Speaker 1>see that actually that curve line is made up of

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<v Speaker 1>these little individual points, and if you go in far

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<v Speaker 1>enough you might see, oh, these edges, there's edges to

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<v Speaker 1>this curve. It's not perfectly curved, but only if you're

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<v Speaker 1>zoomed way in. For our normal vision, it looks smooth,

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<v Speaker 1>and that's that. Now, you might technically be able to

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<v Speaker 1>cram even more pixels into that frame, but it wouldn't

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<v Speaker 1>really make a difference in the experience. So this kind

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<v Speaker 1>of becomes one of those if a tree falls in

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<v Speaker 1>the woods and no one is around to hear it,

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<v Speaker 1>does it make a sound of situations? If a manufacturer

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<v Speaker 1>boosts resolution in a display but you're not able to

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<v Speaker 1>perceive any difference, does it matter. I would argue that

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<v Speaker 1>from a consumer standpoint it doesn't really matter, but the

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<v Speaker 1>resolution tends to get tied into sales pitches and marketing

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<v Speaker 1>and pr and from that side, it really does matter

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<v Speaker 1>because it's a way for you to set your product

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<v Speaker 1>apart from your competitors, because again, big numbers sound really impressive,

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<v Speaker 1>and certain types of people just naturally want to think

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<v Speaker 1>they're buying the best thing that's out there, even if

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<v Speaker 1>they can't actually tell the difference between that and say,

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<v Speaker 1>earlier or competitor models. I'm reminded of a time where

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<v Speaker 1>I attended cees. This was years ago, and I went

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<v Speaker 1>to a certain company's booth. I'm not going to name them,

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<v Speaker 1>mostly because I can't really remember which booth it was,

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<v Speaker 1>but it was one of the big ones that does television,

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<v Speaker 1>so probably probably something like Phillips or Samsung. The company

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<v Speaker 1>had several televisions and displays, and they had all different

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<v Speaker 1>ranges of resolution, from some that were still in the

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<v Speaker 1>high definition range, which we'll talk about a little bit,

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<v Speaker 1>up to what I think was eight K. I think

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<v Speaker 1>they had an eight K TV on there, and this

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<v Speaker 1>was in the earliest days of eight K technology. It

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<v Speaker 1>was kind of a prototype device, so this was before

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<v Speaker 1>you could buy an eight K television as a consumer,

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<v Speaker 1>and it was really just a demonstration of that technology.

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<v Speaker 1>And the representatives in the booth had magnifying glasses and

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<v Speaker 1>they would hand one to you and encourage you to

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<v Speaker 1>step right on up to that screen and hold up

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<v Speaker 1>the magnifying glass and look for pixels. And even when

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<v Speaker 1>you did that, they were still really really hard to see,

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<v Speaker 1>and they were saying, see, look how small our pixels are,

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<v Speaker 1>and therefore the resolution is incredible, And yes, it was impressive,

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<v Speaker 1>but to my eyes, when I stepped back and I

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<v Speaker 1>just looked at the display and I compared it to

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<v Speaker 1>lower resolution displays that were, you know, just a few

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<v Speaker 1>feet away, some of that was virtually indistinguishable. You know,

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<v Speaker 1>ones that were at a lower resolution didn't look that

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<v Speaker 1>much different from the eight K display. Yes, if I

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<v Speaker 1>got right on up to them, if I got to

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<v Speaker 1>the point where my nose is almost touching the glass

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<v Speaker 1>of the display, and especially if I use the magnifying glass,

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<v Speaker 1>yes I would see pixels more clearly on the lower

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<v Speaker 1>resolution screens than I did with the eight K. But hey, y'all,

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<v Speaker 1>I don't watch TV that way. I'm usually quite a

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<v Speaker 1>few feet back from the screen, and I rarely ever

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<v Speaker 1>whip out my magnifying glass while I'm watching, you know,

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<v Speaker 1>shmigadoon or whatever that being said. As I mentioned earlier,

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<v Speaker 1>if you are a manufacturer and you decide, hey, I'm

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<v Speaker 1>going to create the largest consumer television that's been introduced

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<v Speaker 1>so far, resolution is going to matter in that case

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<v Speaker 1>because the bigger the display you go with, the higher

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<v Speaker 1>resolution you're going to need in order to get that

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<v Speaker 1>smooth experience with your image quality unless people are just

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<v Speaker 1>looking at the display from really far away. Because you know,

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<v Speaker 1>if you look at a huge television but you're really

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<v Speaker 1>far away. It's kind of the same thing as looking

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<v Speaker 1>at a medium sized television, but you're closer. I know

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<v Speaker 1>that i'm saying the obvious, but it's important for things

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<v Speaker 1>like resolution. So if I'm shopping for a new television

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<v Speaker 1>and I'm looking for something that's in the forty three

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<v Speaker 1>inch range, right, like, that's the size TV I'm looking for,

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<v Speaker 1>I probably don't need to go up to an eight

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<v Speaker 1>K television. I'm probably not going to be able to

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<v Speaker 1>tell the difference. But let's say I'm crazy wealthy and

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<v Speaker 1>I want to get the equivalent of Samsung's the Wall,

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<v Speaker 1>which I think can go up to like one hundred

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<v Speaker 1>forty six inches. I mean, it's crazy huge. That's more

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<v Speaker 1>than one hundred inches larger than a forty three inch

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<v Speaker 1>TV right on the diagonal, So that's truly huge. Well,

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<v Speaker 1>if I'm getting something that big, well I probably want

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<v Speaker 1>the best resolution I can get because it will be

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<v Speaker 1>noticeable if you're sitting a little close. I mean, you

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<v Speaker 1>probably don't want to sit too close to something like

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<v Speaker 1>that because you wouldn't be able to see everything anyway.

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<v Speaker 1>But you get what I'm saying. So I want to

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<v Speaker 1>higre a resolution display if it's really huge. That way,

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<v Speaker 1>I'm not distracted by blockie images. By the way, the

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<v Speaker 1>same thing is true for the displays on our phones.

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<v Speaker 1>Resolution does matter on smartphones, but again, once you get

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<v Speaker 1>to a certain pixel density, the differences become harder to spot,

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<v Speaker 1>at least with resolution. Smartphones vary in size, but they

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<v Speaker 1>don't get to gargantuan proportions like some televisions do. And also,

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<v Speaker 1>the distance from which we view our smartphones tends to

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<v Speaker 1>fall in a fairly narrow range. So I looked it up.

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<v Speaker 1>I found the National Institute of Health actually has stats

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<v Speaker 1>on this and says that on average, people hold their

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<v Speaker 1>phone between teen point three centimeters to thirty two point

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<v Speaker 1>nine centimeters or about five point two inches to just

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<v Speaker 1>under thirteen inches away from them if they are sitting down.

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<v Speaker 1>If you're laying down, it's different. You get the phone

0:13:13.640 --> 0:13:15.840
<v Speaker 1>closer to you, probably because you don't want to be

0:13:15.880 --> 0:13:18.720
<v Speaker 1>holding the phone at arm's length above you in bed

0:13:18.800 --> 0:13:21.920
<v Speaker 1>or something. So if you're laying down, it tends to

0:13:21.920 --> 0:13:25.040
<v Speaker 1>be between nine point nine centimeters away to twenty one

0:13:25.120 --> 0:13:28.640
<v Speaker 1>point three centimeters. That's about well just under four inches

0:13:28.760 --> 0:13:31.439
<v Speaker 1>to a little more than eight inches away from your face.

0:13:31.720 --> 0:13:35.040
<v Speaker 1>So My point is, while companies might boast about increasing

0:13:35.040 --> 0:13:38.320
<v Speaker 1>image resolution at a certain point, it just doesn't make

0:13:38.480 --> 0:13:42.800
<v Speaker 1>a noticeable difference in the image quality. All Right, we're

0:13:42.800 --> 0:13:44.480
<v Speaker 1>gonna take a quick break. When we come back, we'll

0:13:44.480 --> 0:13:56.760
<v Speaker 1>have more to talk about with resolutions. All right, let's

0:13:56.760 --> 0:14:00.280
<v Speaker 1>talk about some of the different resolutions that are out there.

0:14:00.320 --> 0:14:03.320
<v Speaker 1>And also we should note that there there's another factor

0:14:03.640 --> 0:14:05.880
<v Speaker 1>that's going to come into play in this discussion when

0:14:05.920 --> 0:14:10.079
<v Speaker 1>we talk about televisions also computer displays, and that factor

0:14:10.200 --> 0:14:14.240
<v Speaker 1>is called aspect ratio. This is the relationship between how

0:14:14.400 --> 0:14:19.480
<v Speaker 1>tall a display is versus how wide it is. So

0:14:19.840 --> 0:14:24.120
<v Speaker 1>before the nineteen nineties, with televisions, it was pretty standard

0:14:24.280 --> 0:14:28.080
<v Speaker 1>for those to come in a four to three aspect ratio,

0:14:28.760 --> 0:14:32.840
<v Speaker 1>meaning the display was slightly wider than it was tall,

0:14:33.800 --> 0:14:37.520
<v Speaker 1>but it was, you know, fairly boxy. So it means

0:14:37.520 --> 0:14:38.680
<v Speaker 1>that you would take, you.

0:14:38.560 --> 0:14:45.120
<v Speaker 2>Know, let's say you have the width of this this television. Uh,

0:14:45.160 --> 0:14:49.080
<v Speaker 2>if you divided the width however wide the TV was

0:14:49.160 --> 0:14:52.400
<v Speaker 2>by four, whatever that number was, if you multiplied it

0:14:52.440 --> 0:14:55.760
<v Speaker 2>by three, that's how tall the television was.

0:14:55.800 --> 0:14:59.240
<v Speaker 1>That's the four to three, so a little wider than

0:14:59.280 --> 0:15:02.040
<v Speaker 1>it is tall. Beginning in the nineteen nineties, we started

0:15:02.040 --> 0:15:04.480
<v Speaker 1>to see the introduction of what was then called wide

0:15:04.520 --> 0:15:07.880
<v Speaker 1>screen television. We just call them TVs today because it's

0:15:07.920 --> 0:15:11.680
<v Speaker 1>the standard format, but they had a different aspect ratio.

0:15:11.800 --> 0:15:15.920
<v Speaker 1>Their aspect ratio was sixteen to nine. That means there's

0:15:15.920 --> 0:15:19.240
<v Speaker 1>a bigger difference between height and width, right, The width

0:15:19.320 --> 0:15:23.240
<v Speaker 1>is wider now than it changed more than the height did.

0:15:24.480 --> 0:15:26.600
<v Speaker 1>And you could think about that, like if you multiplied

0:15:26.720 --> 0:15:30.080
<v Speaker 1>four to three by three, it would be twelve to nine.

0:15:30.560 --> 0:15:33.239
<v Speaker 1>But we're not talking twelve to nine. We're talking sixteen

0:15:33.480 --> 0:15:37.400
<v Speaker 1>to nine. So the width changed more than the height did.

0:15:37.440 --> 0:15:40.320
<v Speaker 1>That's when we get the wide screens. That's also going

0:15:40.360 --> 0:15:44.200
<v Speaker 1>to affect how we talk about resolution. The introduction of

0:15:44.240 --> 0:15:49.480
<v Speaker 1>computer displays complicated matters considerably because televisions followed a fairly

0:15:49.480 --> 0:15:53.160
<v Speaker 1>standardized path. They had to. It was a necessity because

0:15:53.160 --> 0:15:57.920
<v Speaker 1>they needed to be able to show broadcast television and

0:15:58.000 --> 0:16:01.920
<v Speaker 1>cable television and these followed. So the televisions that we

0:16:02.040 --> 0:16:04.800
<v Speaker 1>bought needed to be able to display those standards and

0:16:04.840 --> 0:16:08.560
<v Speaker 1>make it a good experience. So, while there was nothing

0:16:08.680 --> 0:16:13.320
<v Speaker 1>inherently requiring televisions to all follow the exact same you know,

0:16:14.440 --> 0:16:20.000
<v Speaker 1>measurements and everything or aspect ratios. It was important that

0:16:20.040 --> 0:16:22.800
<v Speaker 1>they did so, otherwise you would end up with like

0:16:23.040 --> 0:16:27.320
<v Speaker 1>weird bars along the sides or top and bottom of

0:16:28.240 --> 0:16:31.440
<v Speaker 1>images so that they would fit your screen, and people

0:16:31.640 --> 0:16:35.760
<v Speaker 1>typically don't like those so much. So we're again, we're

0:16:35.800 --> 0:16:38.200
<v Speaker 1>going to focus primarily on televisions. But you know, computer

0:16:38.320 --> 0:16:42.720
<v Speaker 1>displays didn't have those restrictions, so computer displays have come

0:16:42.760 --> 0:16:46.560
<v Speaker 1>in all sorts of different shapes and aspect ratios and

0:16:46.640 --> 0:16:50.400
<v Speaker 1>thus also resolutions. So the reason we're going to focus

0:16:50.440 --> 0:16:52.880
<v Speaker 1>on televisions is because if we tried to do it

0:16:52.960 --> 0:16:57.240
<v Speaker 1>with computer displays, it would we'd be here for weeks,

0:16:57.560 --> 0:17:02.160
<v Speaker 1>and some of them reference like a display that was

0:17:02.280 --> 0:17:05.720
<v Speaker 1>used for a couple of years and hasn't been used since,

0:17:05.920 --> 0:17:08.840
<v Speaker 1>and it would make no sense to even really spend

0:17:08.840 --> 0:17:13.200
<v Speaker 1>time on it. So with televisions, we typically start discussions

0:17:13.240 --> 0:17:17.359
<v Speaker 1>by talking about standard definition TV. You technically could go

0:17:17.440 --> 0:17:20.280
<v Speaker 1>back further than that, but there's no real point in

0:17:20.359 --> 0:17:22.920
<v Speaker 1>doing it, so don't ask me to do it. Besides,

0:17:23.000 --> 0:17:25.200
<v Speaker 1>I've already done episodes where I talk about the history

0:17:25.240 --> 0:17:28.120
<v Speaker 1>of TV and kind of talked about this. Also, I'm

0:17:28.119 --> 0:17:30.800
<v Speaker 1>out of coffee, so I'm a little cranky today, so

0:17:31.040 --> 0:17:34.520
<v Speaker 1>you know, it's just getting grouchy, Jonathan, I'm sorry. So

0:17:35.320 --> 0:17:39.680
<v Speaker 1>standard definition really came in two formats, and they followed

0:17:39.720 --> 0:17:45.159
<v Speaker 1>two different technologies. They were different enough to be incompatible,

0:17:45.760 --> 0:17:48.399
<v Speaker 1>and what you got depended upon where you lived. So

0:17:48.600 --> 0:17:51.080
<v Speaker 1>for folks who lived in places like the United States,

0:17:51.880 --> 0:17:55.359
<v Speaker 1>we had standard Definition TV that was at four eighty I.

0:17:56.240 --> 0:17:58.920
<v Speaker 1>The I in this case stands for interlaced. That gets

0:17:59.080 --> 0:18:03.960
<v Speaker 1>into a related but arguably tangential territory. So I'm just

0:18:04.000 --> 0:18:06.040
<v Speaker 1>going to stick with the resolution. But if you were

0:18:06.080 --> 0:18:09.240
<v Speaker 1>in England, then you had the PAL format and that

0:18:09.359 --> 0:18:13.480
<v Speaker 1>had five seventy six I resolution, So for eighty in

0:18:13.520 --> 0:18:17.480
<v Speaker 1>the US five seventy six in the UK. Technically PAL

0:18:17.640 --> 0:18:21.679
<v Speaker 1>crammed more pixels onto the screen. It also had a

0:18:21.680 --> 0:18:27.720
<v Speaker 1>different frame rate from US or in TSC based tv U.

0:18:27.960 --> 0:18:31.440
<v Speaker 1>These formats are largely obsolete today. Obviously, if you watch

0:18:31.440 --> 0:18:33.720
<v Speaker 1>older content made for television, you're going to see that

0:18:33.760 --> 0:18:38.560
<v Speaker 1>reflected in both image quality and aspect ratio. The numbers

0:18:38.720 --> 0:18:43.520
<v Speaker 1>there indicate the number of lines that made up images

0:18:43.600 --> 0:18:46.160
<v Speaker 1>on the screen, and we're talking lines from the top

0:18:46.160 --> 0:18:48.320
<v Speaker 1>of the screen to the bottom or from the bottom

0:18:48.359 --> 0:18:50.959
<v Speaker 1>to the top if you prefer. So, we're talking about

0:18:51.000 --> 0:18:55.800
<v Speaker 1>the height of the display, So four eighty means there's

0:18:55.840 --> 0:18:58.760
<v Speaker 1>four hundred eighty lines. Five seventy six means there's five

0:18:58.840 --> 0:19:02.840
<v Speaker 1>hundred seventy six line. Uh, And thus the five to

0:19:02.840 --> 0:19:06.680
<v Speaker 1>seventy six format is putting more image into a displays,

0:19:06.760 --> 0:19:10.679
<v Speaker 1>cramming more lines of image. So if we were talking

0:19:10.680 --> 0:19:15.480
<v Speaker 1>about digital, we would say by taking a four to

0:19:15.600 --> 0:19:20.000
<v Speaker 1>three aspect ratio television and old style TV showing standard

0:19:20.040 --> 0:19:23.000
<v Speaker 1>definition TV, if we were thinking of it as digital,

0:19:23.520 --> 0:19:25.919
<v Speaker 1>we would say it was four eighty by six forty.

0:19:26.440 --> 0:19:29.359
<v Speaker 1>That's what you get. Would you take the four eighty

0:19:29.640 --> 0:19:32.439
<v Speaker 1>height and you put it through that four to three ratio.

0:19:32.520 --> 0:19:36.160
<v Speaker 1>Remember the three in the four to three is the height,

0:19:36.760 --> 0:19:40.200
<v Speaker 1>So it's four eighty tall and six forty wide five

0:19:40.320 --> 0:19:42.479
<v Speaker 1>seventy six. If we did the same thing, would be

0:19:42.520 --> 0:19:46.040
<v Speaker 1>five seventy six tall and seventy seven hundred and sixty

0:19:46.160 --> 0:19:50.919
<v Speaker 1>eight wide. Again, assuming that you're using square pixels, that

0:19:51.000 --> 0:19:53.919
<v Speaker 1>also would change things. But we're trying to keep this

0:19:53.960 --> 0:19:58.000
<v Speaker 1>as symbol as possible. Now, that's if we were talking

0:19:58.040 --> 0:20:02.160
<v Speaker 1>digital information with the standard definition, we wouldn't be Typically

0:20:02.200 --> 0:20:05.400
<v Speaker 1>we'd be talking about analog television, that's a very different thing.

0:20:05.840 --> 0:20:08.639
<v Speaker 1>We would still be talking about lines, but we wouldn't

0:20:08.640 --> 0:20:12.680
<v Speaker 1>be talking about pixels so much. It's a different way

0:20:12.720 --> 0:20:17.439
<v Speaker 1>of going about creating an image. So pixels gets a

0:20:17.440 --> 0:20:20.359
<v Speaker 1>little muddled in that context, not that it really matters

0:20:20.400 --> 0:20:24.280
<v Speaker 1>for our discussion because we're talking about largely obsolete technologies.

0:20:25.240 --> 0:20:28.240
<v Speaker 1>But when you get up to enhanced definition television, the

0:20:28.240 --> 0:20:32.280
<v Speaker 1>resolutions actually become four eighty by seven twenty and five

0:20:32.400 --> 0:20:35.880
<v Speaker 1>seventy six by seven to twenty. So you might say, well,

0:20:35.880 --> 0:20:39.320
<v Speaker 1>why why seven twenty Why is the width standard but

0:20:39.359 --> 0:20:41.879
<v Speaker 1>the height different. Well, the answer to that is a

0:20:41.920 --> 0:20:44.800
<v Speaker 1>little complicated and also largely moot, and so I'm not

0:20:44.840 --> 0:20:47.480
<v Speaker 1>going to go into it because it doesn't really matter.

0:20:48.000 --> 0:20:52.080
<v Speaker 1>It's not something that you would commonly encounter today. That

0:20:52.320 --> 0:20:55.320
<v Speaker 1>again was standard definition that was in the before times,

0:20:55.920 --> 0:21:00.119
<v Speaker 1>and then high definition would bring new resolutions into the picture,

0:21:00.160 --> 0:21:03.400
<v Speaker 1>so to speak, and also a change to the sixteen

0:21:03.520 --> 0:21:07.320
<v Speaker 1>to nine aspect ratio that would have a large impact

0:21:07.359 --> 0:21:11.880
<v Speaker 1>as well. So once we got to HDTV, the lowest

0:21:12.040 --> 0:21:17.560
<v Speaker 1>resolution for HDTV was seven twenty P. So the P

0:21:17.800 --> 0:21:22.080
<v Speaker 1>in this case stands for progressive scan. That's the alternative

0:21:22.160 --> 0:21:25.199
<v Speaker 1>to interlace. Right, we talked about four eighty I and

0:21:25.280 --> 0:21:29.600
<v Speaker 1>five seventy six I seven twenty P progressive scan progressive

0:21:29.680 --> 0:21:33.000
<v Speaker 1>versus interlace. We're still talking about the height of the

0:21:33.040 --> 0:21:35.760
<v Speaker 1>screen when we use that number seven to twenty P.

0:21:36.320 --> 0:21:41.080
<v Speaker 1>So a seven to twenty P HDTV has seven hundred

0:21:41.119 --> 0:21:44.320
<v Speaker 1>and twenty vertical pixels. If we were to measure the

0:21:44.480 --> 0:21:48.280
<v Speaker 1>width of the screen in pixels, we would count one thousand,

0:21:48.600 --> 0:21:52.880
<v Speaker 1>two hundred eighty pixels across. You got to multiply both

0:21:52.920 --> 0:21:55.960
<v Speaker 1>of those to get the full number of pixels that

0:21:56.000 --> 0:21:58.520
<v Speaker 1>are on the display. Right, the height times the width,

0:21:58.840 --> 0:22:01.000
<v Speaker 1>that'll give us nine hundred two twenty one thousand, six

0:22:01.080 --> 0:22:04.440
<v Speaker 1>hundred pixels. That's how many pixels make up a seven

0:22:04.480 --> 0:22:09.200
<v Speaker 1>to twenty P HDTV image. Now, a step up from

0:22:09.240 --> 0:22:13.520
<v Speaker 1>seven to twenty P was ten eighty P. We also

0:22:13.560 --> 0:22:17.159
<v Speaker 1>had ten eighty I, which was arguably a step up

0:22:17.200 --> 0:22:19.880
<v Speaker 1>because it was a higher resolution, and I say arguably

0:22:19.920 --> 0:22:22.760
<v Speaker 1>because of the differences between interlaced and progressive scan. But

0:22:23.119 --> 0:22:26.400
<v Speaker 1>again that gets into a different technology. So a ten

0:22:26.600 --> 0:22:30.080
<v Speaker 1>eighty screen shows images that are one thousand and eighty

0:22:30.240 --> 0:22:33.160
<v Speaker 1>pixels tall. So we're still talking about the vertical here,

0:22:33.880 --> 0:22:37.240
<v Speaker 1>and then for with we're talking one thousand, nine hundred

0:22:37.280 --> 0:22:41.320
<v Speaker 1>and twenty pixels wide, So you multiply those two together

0:22:41.359 --> 0:22:44.120
<v Speaker 1>and you get more than two million pixels on display,

0:22:44.160 --> 0:22:46.760
<v Speaker 1>so more than twice as many of a seven to

0:22:46.840 --> 0:22:50.440
<v Speaker 1>twenty p display. So you're really cramming those pixels in there.

0:22:50.600 --> 0:22:54.359
<v Speaker 1>Of course, we're only just getting started. Also, this is

0:22:54.359 --> 0:22:58.080
<v Speaker 1>at the point where the television industry did something silly.

0:22:58.600 --> 0:23:02.160
<v Speaker 1>So again, up to this point, when we're talking numbers,

0:23:02.640 --> 0:23:06.200
<v Speaker 1>what we're describing is the number of vertical pixels in

0:23:06.240 --> 0:23:10.160
<v Speaker 1>a column, right, how tall the image is in pixels.

0:23:10.720 --> 0:23:13.520
<v Speaker 1>That's what we've been talking about with standard definition and

0:23:13.680 --> 0:23:16.720
<v Speaker 1>high definition. But then we get into the ultra high

0:23:16.800 --> 0:23:22.200
<v Speaker 1>definition territories and we suddenly stop looking at the vertical

0:23:22.760 --> 0:23:25.920
<v Speaker 1>side of the equation and we look at the horizontal

0:23:26.080 --> 0:23:31.000
<v Speaker 1>the width. So ten eighty would mean one thousand and

0:23:31.080 --> 0:23:34.240
<v Speaker 1>eighty vertical pixels. But when we hit UHD, we do

0:23:34.359 --> 0:23:36.680
<v Speaker 1>the flippy floppy, and we talk about the pixels that

0:23:36.720 --> 0:23:39.359
<v Speaker 1>are across rather than the ones that go up and down.

0:23:39.720 --> 0:23:42.080
<v Speaker 1>So let's say that you were talking about a two

0:23:42.359 --> 0:23:48.400
<v Speaker 1>K display. Technically two K really references resolutions that are

0:23:48.920 --> 0:23:53.040
<v Speaker 1>somewhere in the neighborhood of two thousand pixels wide. That

0:23:53.160 --> 0:23:56.679
<v Speaker 1>means you could actually call a ten eighty P television

0:23:57.119 --> 0:24:00.840
<v Speaker 1>a two K television because yes, it's one thousand eighty

0:24:00.880 --> 0:24:04.560
<v Speaker 1>pixels tall, but it is one thousand, nine hundred twenty

0:24:04.560 --> 0:24:08.280
<v Speaker 1>pixels wide. One nine hundred and twenty is practically two thousand,

0:24:08.359 --> 0:24:11.680
<v Speaker 1>So a ten adp TV is technically also a two

0:24:11.760 --> 0:24:14.919
<v Speaker 1>K TV. This helps because there was never a formal

0:24:15.040 --> 0:24:20.120
<v Speaker 1>definition of two K. There are other technologies that create

0:24:20.320 --> 0:24:25.080
<v Speaker 1>two K images, like cameras, and they can have different resolutions, right,

0:24:25.080 --> 0:24:27.120
<v Speaker 1>like it could be two thousand, five hundred and sixty

0:24:27.280 --> 0:24:30.720
<v Speaker 1>pixels wide as opposed to one nine hundred and twenty,

0:24:31.240 --> 0:24:37.480
<v Speaker 1>But that's cameras, not displays. Really, we typically skip over

0:24:37.680 --> 0:24:43.159
<v Speaker 1>two K we go straight to four K, and a

0:24:43.280 --> 0:24:47.040
<v Speaker 1>four K UHD screen has three thousand, eight hundred and

0:24:47.080 --> 0:24:50.800
<v Speaker 1>forty pixels across, so that's what we're referencing. When we

0:24:50.840 --> 0:24:53.199
<v Speaker 1>say four K, we're actually talking about three thousand, eight

0:24:53.280 --> 0:24:57.119
<v Speaker 1>hundred and forty and it's two thousand and one hundred

0:24:57.400 --> 0:25:01.159
<v Speaker 1>sixty pixels vertically. So if we had used the old

0:25:01.960 --> 0:25:06.479
<v Speaker 1>HDTV classification instead of saying four K, we would call

0:25:06.520 --> 0:25:09.560
<v Speaker 1>it twenty one sixty, right, because we went from ten eighty.

0:25:10.080 --> 0:25:13.720
<v Speaker 1>Now we'd go to twenty one sixty. But for some reason,

0:25:14.359 --> 0:25:18.159
<v Speaker 1>the industry decided instead to switch this up to width

0:25:18.240 --> 0:25:21.720
<v Speaker 1>rather than height, So we talk four K. If we

0:25:21.760 --> 0:25:26.120
<v Speaker 1>go up to eight K, then we're talking about seven thousand,

0:25:26.240 --> 0:25:31.040
<v Speaker 1>six hundred eighty pixels wide and four three hundred twenty

0:25:31.080 --> 0:25:35.400
<v Speaker 1>pixels tall. So again, if we were using the old classification,

0:25:35.480 --> 0:25:39.000
<v Speaker 1>we'd call it a forty three to twenty television. So

0:25:39.080 --> 0:25:41.320
<v Speaker 1>as we get higher in resolution, we also see that

0:25:41.400 --> 0:25:43.800
<v Speaker 1>screens are cramming more and more pixels in there. Like,

0:25:44.280 --> 0:25:47.280
<v Speaker 1>the number doesn't have to go up a whole lot

0:25:47.440 --> 0:25:52.000
<v Speaker 1>in either direction for the total number of pixels to

0:25:52.080 --> 0:25:54.520
<v Speaker 1>go to crazy amounts. I mean, we're talking about the

0:25:54.920 --> 0:25:58.280
<v Speaker 1>millions and millions of pixels at this point, and like

0:25:58.320 --> 0:26:00.560
<v Speaker 1>I said, depending upon stuff like the size of the

0:26:00.640 --> 0:26:03.760
<v Speaker 1>display and how far away you are from it, that

0:26:03.800 --> 0:26:06.120
<v Speaker 1>may or may not make a difference. If you've got

0:26:06.119 --> 0:26:09.159
<v Speaker 1>the cash to PLoP down for a luxury Samsung display,

0:26:10.080 --> 0:26:11.600
<v Speaker 1>you know that one hundred and forty six to one,

0:26:11.920 --> 0:26:13.640
<v Speaker 1>which I think will cost you like half a million

0:26:13.680 --> 0:26:16.280
<v Speaker 1>dollars or maybe a quarter million something like that. I mean,

0:26:16.280 --> 0:26:20.080
<v Speaker 1>it's way more than I could ever ever pay. Then

0:26:20.560 --> 0:26:22.400
<v Speaker 1>you know, you're you're probably not gonna sit so close

0:26:22.440 --> 0:26:24.480
<v Speaker 1>that you're fogging up the glass, but you're gonna want

0:26:24.480 --> 0:26:26.960
<v Speaker 1>a pretty high resolution for that. But if you're again,

0:26:27.000 --> 0:26:29.840
<v Speaker 1>if you're looking at something that's in the probably the

0:26:29.880 --> 0:26:33.240
<v Speaker 1>forty to fifty inch range, I could see you going

0:26:33.280 --> 0:26:35.280
<v Speaker 1>as high as four K, depending on how far away

0:26:35.280 --> 0:26:40.080
<v Speaker 1>you're sitting. But even that, to me feels like overkilled.

0:26:40.119 --> 0:26:41.840
<v Speaker 1>But you also have to keep in mind I'm talking

0:26:41.880 --> 0:26:44.879
<v Speaker 1>about my experience with my vision, which is probably not

0:26:44.920 --> 0:26:48.600
<v Speaker 1>as good as yours. So it's it's entirely possible that

0:26:48.680 --> 0:26:53.399
<v Speaker 1>you could immediately tell the difference between HD and UHD

0:26:54.440 --> 0:26:58.120
<v Speaker 1>from resolution alone. I'm not here to say that there

0:26:58.200 --> 0:27:01.119
<v Speaker 1>is no difference. You might be able to spotted immediately,

0:27:01.200 --> 0:27:05.439
<v Speaker 1>even on smaller screens, but for someone like me, it

0:27:05.480 --> 0:27:09.399
<v Speaker 1>doesn't make much sense. Okay, we're going to take another break.

0:27:09.560 --> 0:27:12.159
<v Speaker 1>When we come back, I'm gonna talk a little bit

0:27:12.200 --> 0:27:15.119
<v Speaker 1>about computer displays, because, as I said, that makes things

0:27:15.720 --> 0:27:30.439
<v Speaker 1>oh way more complicated. So computers and their displays. The

0:27:30.560 --> 0:27:36.040
<v Speaker 1>earliest personal computers mostly relied on televisions to serve as monitors,

0:27:36.080 --> 0:27:38.959
<v Speaker 1>like you would actually hook up a television one that

0:27:39.000 --> 0:27:43.200
<v Speaker 1>you're presumably not using for anything else to your computer. Now,

0:27:43.280 --> 0:27:47.240
<v Speaker 1>later on models would have their own monitor. Often in

0:27:47.320 --> 0:27:50.520
<v Speaker 1>early computers, the monitor was incorporated into the body of

0:27:50.600 --> 0:27:53.679
<v Speaker 1>the computer itself, so it wasn't like you would go

0:27:53.720 --> 0:27:56.800
<v Speaker 1>and buy a display and then a computer and then

0:27:57.000 --> 0:28:00.960
<v Speaker 1>pair them together. They would be one and the same.

0:28:01.640 --> 0:28:04.560
<v Speaker 1>Eventually we would get standalone displays that could be used

0:28:04.600 --> 0:28:08.760
<v Speaker 1>with different types of computers as long as the connections

0:28:08.880 --> 0:28:13.639
<v Speaker 1>were standardized between the two. Right, and there are many, many,

0:28:14.040 --> 0:28:20.000
<v Speaker 1>many graphics formats that affected everything from resolution to aspect ratios,

0:28:20.200 --> 0:28:23.119
<v Speaker 1>far too many for us to go into, because if

0:28:23.160 --> 0:28:26.840
<v Speaker 1>we did, honestly, this episode would just become a numbers station.

0:28:27.480 --> 0:28:29.560
<v Speaker 1>You know, one of those radio signals where if you

0:28:29.600 --> 0:28:32.760
<v Speaker 1>pick it up, there's this creepy music playing in the background,

0:28:33.080 --> 0:28:35.480
<v Speaker 1>and then a voice comes over the air and just

0:28:35.520 --> 0:28:38.200
<v Speaker 1>starts reading out a string of numbers, and then the

0:28:38.280 --> 0:28:41.360
<v Speaker 1>music plays again, and then it repeats. Well, I don't

0:28:41.400 --> 0:28:43.840
<v Speaker 1>have any creepy music to play in the background, so

0:28:43.880 --> 0:28:46.200
<v Speaker 1>I can't pull that off. So I'm just going to

0:28:46.280 --> 0:28:51.200
<v Speaker 1>talk about the most common screen resolutions that we use today, Like,

0:28:51.240 --> 0:28:53.400
<v Speaker 1>we could be talking about stuff like three twenty by

0:28:53.480 --> 0:28:55.720
<v Speaker 1>two hundred from way back in the day, but that

0:28:55.800 --> 0:28:59.200
<v Speaker 1>makes no sense, So I'm gonna use stat counter. And

0:28:59.240 --> 0:29:03.800
<v Speaker 1>I'm also talking about displays for desktops. Obviously, if we

0:29:03.840 --> 0:29:07.920
<v Speaker 1>talk about things like laptop computers or mobile devices, that's

0:29:07.960 --> 0:29:11.160
<v Speaker 1>another matter entirely and would require a different episode. So

0:29:11.760 --> 0:29:14.880
<v Speaker 1>let's say you've got yourself a desktop computer. What are

0:29:14.960 --> 0:29:19.720
<v Speaker 1>the most common screen resolutions in use currently? Well, according

0:29:19.720 --> 0:29:23.640
<v Speaker 1>to stat counter, the most common resolution in use today

0:29:23.800 --> 0:29:28.520
<v Speaker 1>is nineteen twenty by ten eighty that's the equivalent of

0:29:29.120 --> 0:29:33.520
<v Speaker 1>HDTV ten eighty HDTV Right, nineteen twenty by ten eighty pixels.

0:29:34.400 --> 0:29:38.920
<v Speaker 1>Following that, you've got thirteen sixty six by seven sixty eight.

0:29:39.720 --> 0:29:43.960
<v Speaker 1>After that is fifteen thirty six by eight sixty four.

0:29:44.040 --> 0:29:49.239
<v Speaker 1>So that's interesting, right, Like, the most popular is the

0:29:49.240 --> 0:29:53.120
<v Speaker 1>equivalent of HDTV. The second most popular is you know,

0:29:53.160 --> 0:29:56.240
<v Speaker 1>a step down. The third most popular is a slight

0:29:56.360 --> 0:30:00.240
<v Speaker 1>step in between the two. I thought thought that was interesting.

0:30:01.200 --> 0:30:03.880
<v Speaker 1>Number four would be twelve eighty by seven twenty. That's

0:30:03.920 --> 0:30:08.040
<v Speaker 1>the equivalent of seven to twenty p television. But none

0:30:08.080 --> 0:30:10.600
<v Speaker 1>of that marks the top end of computer resolutions. Those

0:30:10.600 --> 0:30:14.520
<v Speaker 1>are just the most commonly used, and this is just

0:30:14.600 --> 0:30:18.480
<v Speaker 1>based on pulling data from folks going to different websites

0:30:18.520 --> 0:30:22.600
<v Speaker 1>and stuff, because web pages need to render properly on

0:30:22.640 --> 0:30:26.200
<v Speaker 1>a screen, and so you get that information by collecting

0:30:26.240 --> 0:30:28.400
<v Speaker 1>all the data on the back end. It's yet another

0:30:28.520 --> 0:30:32.560
<v Speaker 1>data point that gets collected about us as we use

0:30:33.360 --> 0:30:38.960
<v Speaker 1>our technologies. So if you're going on the slightly higher

0:30:39.080 --> 0:30:43.320
<v Speaker 1>end of resolutions, that still are They're not common, but

0:30:43.360 --> 0:30:47.160
<v Speaker 1>they're more frequently used than the top top of the line,

0:30:47.200 --> 0:30:49.840
<v Speaker 1>mostly along the lines of people who are in creative

0:30:49.840 --> 0:30:55.040
<v Speaker 1>industries like video editing or image production, or they're the

0:30:55.080 --> 0:30:57.920
<v Speaker 1>gamer types. Then you might get up to around twenty

0:30:57.920 --> 0:31:02.040
<v Speaker 1>five sixty to fourteen four These are also known as

0:31:02.040 --> 0:31:08.920
<v Speaker 1>fourteen forty P resolution monitors. That's less common. It's it's

0:31:09.040 --> 0:31:11.480
<v Speaker 1>higher quality, but it is not even close to the

0:31:11.520 --> 0:31:14.840
<v Speaker 1>top of the line because you you do have five

0:31:14.920 --> 0:31:19.720
<v Speaker 1>K and even eight K monitors available on the market.

0:31:19.960 --> 0:31:23.640
<v Speaker 1>Not only that, but computer displays can actually be other

0:31:23.760 --> 0:31:28.360
<v Speaker 1>aspect ratios besides sixteen to nine. You know, that's the

0:31:28.400 --> 0:31:31.440
<v Speaker 1>standard for televisions, but there's no rule that says computer

0:31:31.560 --> 0:31:36.360
<v Speaker 1>monitors have to follow that same aspect ratio, So there

0:31:36.360 --> 0:31:39.880
<v Speaker 1>are ultra wide monitors that have a twenty one by

0:31:40.120 --> 0:31:45.080
<v Speaker 1>nine aspect ratio. In fact, that's allowing for the possibility

0:31:45.200 --> 0:31:49.760
<v Speaker 1>of ten K monitors where you have a display that's

0:31:49.880 --> 0:31:54.080
<v Speaker 1>four thousand, something like four three hundred and twenty pixels

0:31:54.120 --> 0:31:59.360
<v Speaker 1>tall and then a crazy amount wide because it's a

0:31:59.400 --> 0:32:03.480
<v Speaker 1>twenty nine twenty one to nine aspect ratio. With a

0:32:03.600 --> 0:32:06.520
<v Speaker 1>monitor that wide, you can actually create the equivalent of

0:32:06.560 --> 0:32:10.240
<v Speaker 1>a dual monitor set up, but with just one screen. Right,

0:32:10.360 --> 0:32:12.800
<v Speaker 1>you just designate one part of the screen to serve

0:32:12.880 --> 0:32:15.400
<v Speaker 1>for something and the rest of the screen to serve

0:32:15.440 --> 0:32:17.960
<v Speaker 1>for something else, and you don't need two screens because

0:32:17.960 --> 0:32:20.280
<v Speaker 1>your monitor is so wide. You can do it in

0:32:20.320 --> 0:32:23.400
<v Speaker 1>one go, and the resolution is so high that you

0:32:23.400 --> 0:32:27.200
<v Speaker 1>can do it without the details suffering in the process.

0:32:27.800 --> 0:32:33.240
<v Speaker 1>You can divide up your screen to serve different purposes. Now,

0:32:33.320 --> 0:32:36.360
<v Speaker 1>as I said early on, resolution is really just one

0:32:36.440 --> 0:32:39.440
<v Speaker 1>part of what makes a good image. You do need

0:32:39.840 --> 0:32:43.120
<v Speaker 1>higher resolution if you want something to look nice and smooth,

0:32:43.120 --> 0:32:46.640
<v Speaker 1>particularly if you're doing something like using a very large

0:32:46.760 --> 0:32:50.400
<v Speaker 1>display close to you, like you would if you're like

0:32:50.560 --> 0:32:53.840
<v Speaker 1>video editing or whatever, and particularly if it's a very

0:32:53.920 --> 0:32:57.080
<v Speaker 1>large display you need to have that higher resolution, but

0:32:57.120 --> 0:33:00.680
<v Speaker 1>there are other elements that are at least as important

0:33:00.720 --> 0:33:04.480
<v Speaker 1>and sometimes arguably more important than resolution in order to

0:33:04.520 --> 0:33:09.000
<v Speaker 1>get a great image on your screen. So stuff like

0:33:09.200 --> 0:33:13.840
<v Speaker 1>brightness matters, contrast, which is the difference between the brightest

0:33:13.920 --> 0:33:16.960
<v Speaker 1>and the darkest colors that your display can show. The

0:33:17.000 --> 0:33:20.880
<v Speaker 1>greater degrees of difference you can have between the brightest

0:33:20.880 --> 0:33:25.240
<v Speaker 1>brights and the darkest dark colors, the better color representation

0:33:25.320 --> 0:33:28.960
<v Speaker 1>is really important too. You want those colors to be accurate.

0:33:29.120 --> 0:33:31.800
<v Speaker 1>You want what you see on your screen to accurately

0:33:31.840 --> 0:33:35.520
<v Speaker 1>reflect whatever the end output is going to be, right,

0:33:35.560 --> 0:33:38.640
<v Speaker 1>So if your monitor can't do that, and you're working

0:33:38.680 --> 0:33:41.320
<v Speaker 1>on something that's going to be displayed in some other format,

0:33:41.800 --> 0:33:44.120
<v Speaker 1>then it may be that what you get out doesn't

0:33:44.120 --> 0:33:46.840
<v Speaker 1>look like what you put in because you have this

0:33:46.880 --> 0:33:51.520
<v Speaker 1>disparity between the two. Refresh Rate also matters. The refresh

0:33:51.600 --> 0:33:54.920
<v Speaker 1>rate is how frequently the screen actually refreshes the image

0:33:54.960 --> 0:33:59.320
<v Speaker 1>on display. So with video, the higher the refresh rate

0:33:59.400 --> 0:34:04.240
<v Speaker 1>typically the smoother the motion is on screen. That doesn't

0:34:04.280 --> 0:34:07.960
<v Speaker 1>necessarily mean that higher refresh rates are automatically better. They

0:34:08.000 --> 0:34:12.000
<v Speaker 1>can be for things like if you're, you know, playing games,

0:34:12.040 --> 0:34:16.000
<v Speaker 1>and you want to have a really smooth experience, Yes,

0:34:16.360 --> 0:34:19.719
<v Speaker 1>but if you're watching something on screen and it has

0:34:19.719 --> 0:34:22.560
<v Speaker 1>a super high refresh rate on your on your media

0:34:22.600 --> 0:34:26.640
<v Speaker 1>and your monitor, it can be distracting. It can create

0:34:26.680 --> 0:34:29.800
<v Speaker 1>that effect people talk about where it kind of creates

0:34:29.840 --> 0:34:32.680
<v Speaker 1>the the what they call it the Mexican soap opera effect.

0:34:33.040 --> 0:34:37.480
<v Speaker 1>Everything looks a little too smooth, the motions are too smooth,

0:34:37.640 --> 0:34:42.360
<v Speaker 1>and it doesn't feel right because the way that traditional

0:34:42.360 --> 0:34:46.680
<v Speaker 1>television and film has kind of trained us, we see

0:34:46.760 --> 0:34:51.359
<v Speaker 1>moving images having different qualities than what we get if

0:34:51.360 --> 0:34:53.640
<v Speaker 1>we have a really high refresh rate. So I know

0:34:53.680 --> 0:34:55.680
<v Speaker 1>a lot of people who when they get a new

0:34:55.719 --> 0:34:58.839
<v Speaker 1>television that has the option for a high refresh rate,

0:34:58.880 --> 0:35:00.800
<v Speaker 1>one of the first things they do is that down

0:35:00.920 --> 0:35:04.279
<v Speaker 1>because otherwise it makes everything look weird, unless you're talking

0:35:04.320 --> 0:35:08.120
<v Speaker 1>about sports, which makes it look crazy awesome. So like

0:35:08.239 --> 0:35:12.520
<v Speaker 1>for specific applications that high refresh rate is a good thing,

0:35:12.680 --> 0:35:16.719
<v Speaker 1>for others, it may be more distracting than good. And

0:35:16.880 --> 0:35:20.960
<v Speaker 1>there's still other elements like HDR, which is high dynamic range.

0:35:21.200 --> 0:35:26.480
<v Speaker 1>This kind of gets into luminosity or brightness, and specifically

0:35:26.560 --> 0:35:32.120
<v Speaker 1>with relation to color representation, that gets really complicated. It's

0:35:32.120 --> 0:35:34.560
<v Speaker 1>not helped by the fact that the industry often will

0:35:34.560 --> 0:35:38.480
<v Speaker 1>push out a technology before that technology is standardized. So

0:35:39.280 --> 0:35:42.560
<v Speaker 1>what that means ultimately is that you can have media

0:35:42.840 --> 0:35:47.600
<v Speaker 1>that supports one approach toward HDR and hardware that supports

0:35:47.680 --> 0:35:52.000
<v Speaker 1>a different approach to HDR. The two are not necessarily compatible,

0:35:52.400 --> 0:35:56.200
<v Speaker 1>which means while technically you have the hardware to produce

0:35:56.400 --> 0:36:01.480
<v Speaker 1>HDR images and the software or media to create them,

0:36:02.080 --> 0:36:06.200
<v Speaker 1>because of that lack of compatibility, you can't actually experience.

0:36:06.239 --> 0:36:09.920
<v Speaker 1>It doesn't mean that the media won't necessarily play, you

0:36:10.000 --> 0:36:13.280
<v Speaker 1>just won't be able to take advantage of that particular feature,

0:36:14.000 --> 0:36:17.000
<v Speaker 1>and then you're paying money for something that you can't

0:36:17.040 --> 0:36:21.359
<v Speaker 1>actually use in that particular instance. We've seen similar things,

0:36:21.400 --> 0:36:24.279
<v Speaker 1>by the way, with surround sound, where you could have

0:36:24.320 --> 0:36:29.800
<v Speaker 1>a surround sound system that supports certain protocols but not others,

0:36:30.120 --> 0:36:34.280
<v Speaker 1>which means you can't be certain just by putting media

0:36:34.360 --> 0:36:36.480
<v Speaker 1>into the system that you're going to be able to

0:36:36.600 --> 0:36:40.200
<v Speaker 1>enjoy the full capabilities of it. It has to be compatible.

0:36:41.480 --> 0:36:45.920
<v Speaker 1>That's the issue with standardization, Like you want to have

0:36:45.920 --> 0:36:48.879
<v Speaker 1>standardization so that way you don't have to think about

0:36:48.880 --> 0:36:50.359
<v Speaker 1>these things. You know, you just go out and get

0:36:50.360 --> 0:36:52.920
<v Speaker 1>what you want, and you play it on what you want,

0:36:53.200 --> 0:36:56.120
<v Speaker 1>and you get the best experience that the two can

0:36:56.239 --> 0:37:01.520
<v Speaker 1>offer you without making any concessions. Unfortunately, that's not necessarily

0:37:01.520 --> 0:37:03.200
<v Speaker 1>where we are, so we often have to do a

0:37:03.200 --> 0:37:06.319
<v Speaker 1>little extra research to make sure that we're getting what

0:37:06.360 --> 0:37:09.640
<v Speaker 1>we want. So that is kind of a round up

0:37:10.160 --> 0:37:16.880
<v Speaker 1>on resolutions. It falls very similarly along the lines of megapixels.

0:37:16.920 --> 0:37:21.680
<v Speaker 1>When digital cameras first became a thing, megapixels was like

0:37:21.719 --> 0:37:26.480
<v Speaker 1>the one and only way that manufacturers were using to

0:37:27.040 --> 0:37:31.440
<v Speaker 1>differentiate their product from others, and essentially they were saying

0:37:31.920 --> 0:37:35.600
<v Speaker 1>more megapixels equals more better, and if it had a

0:37:35.680 --> 0:37:39.000
<v Speaker 1>higher number for megapixels, then it meant better pictures, which

0:37:39.040 --> 0:37:42.239
<v Speaker 1>is not necessarily the case. It does mean that you

0:37:42.280 --> 0:37:46.000
<v Speaker 1>have higher resolution images, but at a certain point that

0:37:46.200 --> 0:37:50.960
<v Speaker 1>stops to matter unless there's always none less unless you

0:37:51.040 --> 0:37:55.040
<v Speaker 1>need to print the image on some enormous format, in

0:37:55.080 --> 0:38:00.280
<v Speaker 1>which case you need that high resolution in order to

0:38:00.320 --> 0:38:02.960
<v Speaker 1>not have a big drop in quality once you scale

0:38:03.000 --> 0:38:06.480
<v Speaker 1>the image up to whatever size you're actually printing at.

0:38:06.960 --> 0:38:10.000
<v Speaker 1>But for most people, not a big deal. Same thing

0:38:10.280 --> 0:38:15.040
<v Speaker 1>I think with display resolutions. For most people, I don't

0:38:15.080 --> 0:38:18.960
<v Speaker 1>think you need to go overkill on resolution. Also, I

0:38:19.000 --> 0:38:20.759
<v Speaker 1>didn't really touch on this, but when we're talking about

0:38:20.760 --> 0:38:23.960
<v Speaker 1>things like eight K televisions, there's a lack of media

0:38:24.320 --> 0:38:27.080
<v Speaker 1>for eight K, right, there's a lack of actual support

0:38:27.200 --> 0:38:30.120
<v Speaker 1>for eight K. So you might have an eight K display,

0:38:30.320 --> 0:38:33.880
<v Speaker 1>but everything you're watching on it is four K or

0:38:34.000 --> 0:38:38.160
<v Speaker 1>lower resolution. Maybe the display has the ability to upscale,

0:38:38.680 --> 0:38:42.920
<v Speaker 1>but that's kind of like an artificial boost of resolution, right,

0:38:43.600 --> 0:38:48.440
<v Speaker 1>it's computers interpreting what should be added to the image

0:38:48.480 --> 0:38:51.080
<v Speaker 1>in order to create a higher resolution. It's not the

0:38:51.239 --> 0:38:58.040
<v Speaker 1>true capture of whatever that thing was. So again, I

0:38:58.080 --> 0:39:01.439
<v Speaker 1>think that going into it knowing these things and knowing

0:39:01.480 --> 0:39:04.960
<v Speaker 1>the limitations is good. Maybe in your case, maybe you've

0:39:04.960 --> 0:39:09.480
<v Speaker 1>got eagle eyes and you're looking for an enormous television

0:39:09.719 --> 0:39:12.359
<v Speaker 1>and eight K is absolutely what you want. You want

0:39:12.360 --> 0:39:14.279
<v Speaker 1>a future proof it because you can already tell the

0:39:14.280 --> 0:39:17.680
<v Speaker 1>difference between four K and everything else, and it stands

0:39:17.719 --> 0:39:21.279
<v Speaker 1>out to you. Then it matters to you. If you're

0:39:21.320 --> 0:39:25.120
<v Speaker 1>like me, it probably doesn't. I keep getting tempted to

0:39:25.120 --> 0:39:29.960
<v Speaker 1>get a ultra high definition television because I'm listen. I

0:39:30.080 --> 0:39:33.319
<v Speaker 1>use a TV until it stops working. So my televisions

0:39:33.360 --> 0:39:37.239
<v Speaker 1>are still in the HDTV range, but I can't really

0:39:37.239 --> 0:39:40.640
<v Speaker 1>tell the difference that much. Maybe slightly, but not enough

0:39:40.640 --> 0:39:43.640
<v Speaker 1>for it to really matter. The only reason I would

0:39:43.680 --> 0:39:46.839
<v Speaker 1>go to ultra high definition is if I were purchasing

0:39:46.960 --> 0:39:50.640
<v Speaker 1>media that was in the ultra high definition format that

0:39:50.800 --> 0:39:54.319
<v Speaker 1>had features on it that I wanted. So in other words,

0:39:54.320 --> 0:39:57.080
<v Speaker 1>if I'm going out and buying a UHD copy of

0:39:58.000 --> 0:40:01.120
<v Speaker 1>a movie and the reason I'm doing is because there's

0:40:01.280 --> 0:40:04.120
<v Speaker 1>behind the scenes commentary and stuff like that that I

0:40:04.160 --> 0:40:06.640
<v Speaker 1>can't get in other formats, then yes, I would want

0:40:07.280 --> 0:40:10.680
<v Speaker 1>to have the hardware to be able to play that

0:40:10.719 --> 0:40:14.759
<v Speaker 1>particular media. But you know, most people have gotten away

0:40:14.760 --> 0:40:17.160
<v Speaker 1>from physical media. I've just started to get back into

0:40:17.200 --> 0:40:21.399
<v Speaker 1>it because I got tired of stuff on streaming disappearing

0:40:21.719 --> 0:40:24.560
<v Speaker 1>and not being able to watch it anymore. So having

0:40:24.600 --> 0:40:26.880
<v Speaker 1>a physical copy is helpful in that case, but you

0:40:26.920 --> 0:40:29.080
<v Speaker 1>have to have a you know, the space and equipment

0:40:29.120 --> 0:40:32.640
<v Speaker 1>to play it. All right, I'm rambling. That's it for

0:40:32.760 --> 0:40:35.440
<v Speaker 1>this what was going to be a text of tidbits

0:40:35.480 --> 0:40:39.200
<v Speaker 1>on resolution. I know that I rambled like usual, so

0:40:39.480 --> 0:40:42.520
<v Speaker 1>it's not really a tidbits episode. I hope you are

0:40:42.600 --> 0:40:46.399
<v Speaker 1>all well and I'll talk to you again. Really soon.

0:40:52.560 --> 0:40:57.240
<v Speaker 1>Tech Stuff is an iHeartRadio production. For more podcasts from iHeartRadio,

0:40:57.560 --> 0:41:01.360
<v Speaker 1>visit the iHeartRadio app, Apple podcast wherever you listen to

0:41:01.440 --> 0:41:02.360
<v Speaker 1>your favorite shows.