                         XFree86 Video Timings HOWTO

                      Eric S. Raymond <esr@thyrsus.com>

                           Version 3.0, 8 Aug 1997

                                  Abstract
	 
...missing...

1.  Disclaimer

You use the material herein SOLELY AT YOUR OWN RISK.  It is possible to harm
both your monitor and yourself when driving it outside the manufacturer's
specs. Read Overdriving Your Monitor (section 11., page 1) for detailed cau-
tions. Any damages to you or your monitor caused by overdriving it are your
problem.

The most up-to-date version of this HOWTO can be found at the Linux Documen-
tation Project <URL:http://sunsite.unc.edu/LDP> web page.

Please direct comments, criticism, and suggestions for improvement to
esr@snark.thyrsus.com. Please do not send email pleading for a magic solution
to your special monitor problem, as doing so will only burn up my time and
frustrate you -- everything I know about the subject is already in here.

2.  Introduction

The XFree86 server allows users to configure their video subsystem and thus
encourages best use of existing hardware.  This tutorial is intended to help
you learn how to generate your own timing numbers to make optimum use of your
video card and monitor.

We'll present a method for getting something that works, and then show you
how you can experiment starting from that base to develop settings that opti-
mize for your taste.

...missing...

3.  How Video Displays Work

Knowing how the display works is essential to understanding what numbers to
put in the various fields in the file Xconfig.  Those values are used in the
lowest levels of controlling the display by the XFree86 server.

The display generates a picture from a series of dots.  The dots are arranged
from left to right to form lines.  The lines are arranged from top to bottom
to form the picture.  The dots emit light when they are struck by the elec-
tron beam inside the display.  To make the beam strike each dot for an equal
amount of time, the beam is swept across the display in a constant pattern.

The pattern starts at the top left of the screen, goes across the screen to
the right in a straight line, and stops temporarily on the right side of the
screen.  Then the beam is swept back to the left side of the display, but
down one line.  The new line is swept from left to right just as the first
line was.  This pattern is repeated until the bottom line on the display has
been swept.  Then the beam is moved from the bottom right corner of the dis-
play to the top left corner, and the pattern is started over again.

There is one variation of this scheme known as interlacing: here only every
second line is swept during one half-frame and the others are filled in in
during a second half-frame.

Starting the beam at the top left of the display is called the beginning of a
frame.  The frame ends when the beam reaches the the top left corner again as
it comes from the bottom right corner of the display.  A frame is made up of
all of the lines the beam traced from the top of the display to the bottom.

If the electron beam were on all of the time it was sweeping through the
frame, all of the dots on the display would be illuminated.  There would be
no black border around the edges of the display.  At the edges of the display
the picture would become distorted because the beam is hard to control there.
To reduce the distortion, the dots around the edges of the display are not
illuminated by the beam even though the beam may be pointing at them.  The
viewable area of the display is reduced this way.

Another important thing to understand is what becomes of the beam when no
spot is being painted on the visible area.  The time the beam would have been
illuminating the side borders of the display is used for sweeping the beam
back from the right edge to the left and moving the beam down to the next
line.  The time the beam would have been illuminating the top and bottom bor-
ders of the display is used for moving the beam from the bottom-right corner
of the display to the top-left corner.

The adapter card generates the signals which cause the display to turn on the
electron beam at each dot to generate a picture.  The card also controls when
the display moves the beam from the right side to the left and down a line by
generating a signal called the horizontal sync (for synchronization) pulse.
One horizontal sync pulse occurs at the end of every line.  The adapter also
generates a vertical sync pulse which signals the display to move the beam to
the top-left corner of the display.  A vertical sync pulse is generated near
the end of every frame.

The display requires that there be short time periods both before and after
the horizontal and vertical sync pulses so that the position of the electron
beam can stabilize.  If the beam can't stabilize, the picture will not be
steady.

In a later section, we'll come back to these basics with definitions, formu-
las and examples to help you use them.

4.  Basic Things to Know about your Display and Adapter

There are some fundamental things you need to know before hacking an Xconfig
entry.  These are:

   o your monitor's horizontal and vertical sync frequency options

   o your video adapter's driving clock frequency, or "dot clock"

   o your monitor's bandwidth

The monitor sync frequencies:

The horizontal sync frequency is just the number of times per second the mon-
itor can write a horizontal scan line; it is the single most important
statistic about your monitor.  The vertical sync frequency is the number of
times per second the monitor can traverse its beam vertically.

Sync frequencies are usually listed on the specifications page of your moni-
tor manual.  The vertical sync frequency number is typically calibrated in Hz
(cycles per second), the horizontal one in KHz (kilocycles per second).  The
usual ranges are between 50 and 150Hz vertical, and between 31 and 135KHz
horizontal.

If you have a multisync monitor, these frequencies will be given as ranges.
Some monitors, especially lower-end ones, have multiple fixed frequencies.
These can be configured too, but your options will be severely limited by the
built-in monitor characteristics.  Choose the highest frequency pair for best
resolution.  And be careful --- trying to clock a fixed-frequency monitor at
a higher speed than it's designed for can easily damage it.

Earlier versions of this guide were pretty cavalier about overdriving multi-
sync monitors, pushing them past their nominal highest vertical sync fre-
quency in order to get better performance.  We have since had more reasons
pointed out to us for caution on this score; we'll cover those under Over-
driving Your Monitor (section 11., page 1) below.

The card driving clock frequency:

Your video adapter manual's spec page will usually give you the card's dot
clock (that is, the total number of pixels per second it can write to the
screen).  

...missing...

4.1  The monitor's video bandwidth:

If you're running XFree86, your server will probe your card and tell you what
your highest-available dot clock is.

Otherwise, your highest available dot clock is approximately the monitor's
video bandwidth.  There's a lot of give here, though --- some monitors can
run as much as 30% over their nominal bandwidth.  The risks here have to do
with exceeding the monitor's rated vertical-sync frequency; we'll discuss
them in detail below.

Knowing the bandwidth will enable you to make more intelligent choices
between possible configurations.  It may affect your display's visual quality
(especially sharpness for fine details).

Your monitor's video bandwidth should be included on the manual's spec page.
If it's not, look at the monitor's highest rated resolution.  As a rule of
thumb, here's how to translate these into bandwidth estimates (and thus into
rough upper bounds for the dot clock you can use):

          640x480             25
          800x600             36
          1024x768       65
          1024x768 interlaced 45
          1280x1024      110
          1600x1200      185

BTW, there's nothing magic about this table; these numbers are just the low-
est dot clocks per resolution in the standard XFree86 Modes database (except
for the last, which I interpolated).  The bandwidth of your monitor may actu-
ally be higher than the minimum needed for its top resolution, so don't be
afraid to try a dot clock a few MHz higher.

Also note that bandwidth is seldom an issue for dot clocks under 65MHz or so.
With an SVGA card and most hi-res monitors, you can't get anywhere near the
limit of your monitor's video bandwidth.  The following are examples:

          Brand                    Video Bandwidth
          ----------               ---------------
          NEC 4D                   75Mhz
          Nano 907a           50Mhz
          Nano 9080i               60Mhz
          Mitsubishi HL6615        110Mhz
          Mitsubishi Diamond Scan       100Mhz
          IDEK MF-5117             65Mhz
          IOCOMM Thinksync-17 CM-7126   136Mhz
          HP D1188A           100Mhz
          Philips SC-17AS               110Mhz
          Swan SW617               85Mhz
          Viewsonic 21PS           185Mhz

Even low-end monitors usually aren't terribly bandwidth-constrained for their
rated resolutions.  The NEC Multisync II makes a good example --- it can't
even display 800x600 per its spec.  It can only display 800x560.  For such
low resolutions you don't need high dot clocks or a lot of bandwidth; proba-
bly the best you can do is 32Mhz or 36Mhz, both of them are still not too far
from the monitor's rated video bandwidth of 30Mhz.

At these two driving frequencies, your screen image may not be as sharp as it
should be, but definitely of tolerable quality. Of course it would be nicer
if NEC Multisync II had a video bandwidth higher than, say, 36Mhz.  But this
is not critical for common tasks like text editing, as long as the difference
is not so significant as to cause severe image distortion (your eyes would
tell you right away if this were so).

4.2  What these control:

The sync frequency ranges of your monitor, together with your video adapter's
dot clock, determine the ultimate resolution that you can use.  But it's up
to the driver to tap the potential of your hardware.  A superior hardware
combination without an equally competent device driver is a waste of money.
On the other hand, with a versatile device driver but less capable hardware,
you can push the hardware's envelope a little.  This is the design philosophy
of XFree86.

5.  Interpreting the Basic Specifications

This section explains what the specifications above mean, and some other
things you'll need to know.  First, some definitions.  Next to each in parens
is the variable name we'll use for it when doing calculations

      horizontal sync frequency (HSF)
            Horizontal scans per second (see above).

      vertical sync frequency (VSF)
            Vertical scans per second (see above).  Mainly important as the
            upper limit on your refresh rate.

      dot clock (DCF)
            More formally, `driving clock frequency'; The frequency of the
            crystal or VCO on your adaptor --- the maximum dots-per-second it
            can emit.

      video bandwidth (VB)
            The highest frequency you can feed into your monitor's video
            input and still expect to see anything discernible. If your adap-
            tor produces an alternating on/off pattern, its lowest frequency
            is half the DCF, so in theory bandwidth starts making sense at
            DCF/2. For tolerably crisp display of fine details in the video
            image, however, you don't want it much below your highest DCF,
            and preferably higher.

      frame length (HFL, VFL)
            Horizontal frame length (HFL) is the number of dot-clock ticks
            needed for your monitor's electron gun to scan one horizontal
            line, including the inactive left and right borders.  Vertical
            frame length (VFL) is the number of scan lines in the entire
            image, including the inactive top and bottom borders.

      screen refresh rate (RR)
            The number of times per second your screen is repainted (this is
            also called "frame rate").  Higher frequencies are better, as
            they reduce flicker.  60Hz is good, VESA-standard 72Hz is better.
            Compute it as

                      RR = DCF / (HFL * VFL)

            Note that the product in the denominator is not the same as the
            monitor's visible resolution, but typically somewhat larger.
            We'll get to the details of this below.

            The rates for which interlaced modes are usually specified (like
            87Hz interlaced) are actually the half-frame rates: an entire
            screen seems to have about that flicker frequency for typical
            displays, but every single line is refreshed only half as often.

            For calculation purposes we reckon an interlaced display at its
            full-frame (refresh) rate, i.e. 43.5Hz. The quality of an inter-
            laced mode is better than that of a non-interlaced mode with the
            same full-frame rate, but definitely worse then the non-inter-
            laced one corresponding to the half-frame rate.

5.1  About Bandwidth:

Monitor makers like to advertise high bandwidth because it constrains the
sharpness of intensity and color changes on the screen.  A high bandwidth
means smaller visible details.

Your monitor uses electronic signals to present an image to your eyes.  Such
signals always come in in wave form once they are converted into analog form
from digitized form.  They can be considered as combinations of many simpler
wave forms each one of which has a fixed frequency, many of them are in the
Mhz range, eg, 20Mhz, 40Mhz, or even 70Mhz.  Your monitor video bandwidth is,
effectively, the highest-frequency analog signal it can handle without dis-
tortion.

For our purposes, bandwidth is mainly important as an approximate cutoff
point for the highest dot clock you can use.

5.2  Sync Frequencies and the Refresh Rate:

Each horizontal scan line on the display is just the visible portion of a
frame-length scan.  At any instant there is actually only one dot active on
the screen, but with a fast enough refresh rate your eye's persistence of
vision enables you to "see" the whole image.

Here are some pictures to help:

          _______________________
         |                       |     The horizontal sync frequency
         |->->->->->->->->->->-> |     is the number of times per
         |                      )|     second that the monitor's
         |<-----<-----<-----<--- |     electron beam can trace
         |                       |     a pattern like this
         |                       |
         |                       |
         |                       |
         |_______________________|
          _______________________
         |        ^              |     The vertical sync frequency
         |       ^ |             |     is the number of times per
         |       | v             |     second that the monitor's
         |       ^ |             |     electron beam can trace
         |       | |             |     a pattern like this
         |       ^ |             |
         |       | v             |
         |       ^ |             |
         |_______|_v_____________|

Remember that the actual raster scan is a very tight zigzag pattern; that is,
the beam moves left-right and at the same time up-down.

Now we can see how the dot clock and frame size relates to refresh rate.  By
definition, one hertz (hz) is one cycle per second.  So, if your horizontal
frame length is HFL and your vertical frame length is VFL, then to cover the
entire screen takes (HFL * VFL) ticks.  Since your card emits DCF ticks per
second by definition, then obviously your monitor's electron gun(s) can sweep
the screen from left to right and back and from bottom to top and back DCF /
(HFL * VFL) times/sec.  This is your screen's refresh rate, because it's how
many times your screen can be updated (thus refreshed) per second!

You need to understand this concept to design a configuration which trades
off resolution against flicker in whatever way suits your needs.

For those of you who handle visuals better than text, here is one:

             RR                                      VB
              |   min HSF                     max HSF |
              |    |             R1        R2  |      |
     max VSF -+----|------------/----------/---|------+----- max VSF
              |    |:::::::::::/::::::::::/:::::\     |
              |    \::::::::::/::::::::::/:::::::\    |
              |     |::::::::/::::::::::/:::::::::|   |
              |     |:::::::/::::::::::/::::::::::\   |
              |     \::::::/::::::::::/::::::::::::\  |
              |      \::::/::::::::::/::::::::::::::| |
              |       |::/::::::::::/:::::::::::::::| |
              |        \/::::::::::/:::::::::::::::::\|
              |        /\:::::::::/:::::::::::::::::::|
              |       /  \:::::::/::::::::::::::::::::|\
              |      /    |:::::/:::::::::::::::::::::| |
              |     /     \::::/::::::::::::::::::::::| \
     min VSF -+----/-------\--/-----------------------|--\--- min VSF
              |   /         \/                        |   \
              +--/----------/\------------------------+----\- DCF
                R1        R2  \                       |     \
                               min HSF                |    max HSF
                                                      VB

This is a generic monitor mode diagram.  The x axis of the diagram shows the
clock rate (DCF), the y axis represents the refresh rate (RR). The filled
region of the diagram describes the monitor's capabilities: every point
within this region is a possible video mode.

The lines labeled `R1' and `R2' represent a fixed resolutions (such as
640x480); they are meant to illustrate how one resolution can be realized by
many different combinations of dot clock and refresh rate. The R2 line would
represent a higher resolution than R1.

The top and bottom boundaries of the permitted region are simply horizontal
lines representing the limiting values for the vertical sync frequency. The
video bandwidth is an upper limit to the clock rate and hence is represented
by a vertical line bounding the capability region on the right.

Under Plotting Monitor Capabilities (section 15., page 1)) you'll find a pro-
gram that will help you plot a diagram like this (but much nicer, with X
graphics) for your individual monitor.  That section also discusses the
interesting part; the derivation of the boundaries resulting from the limits
on the horizontal sync frequency.

6.  Tradeoffs in Configuring your System

Another way to look at the formula we derived above is

          DCF = RR * HFL * VFL

That is, your dot clock is fixed.  You can use those dots per second to buy
either refresh rate, horizontal resolution, or vertical resolution.  If one
of those increases, one or both of the others must decrease.

Note, though, that your refresh rate cannot be greater than the maximum ver-
tical sync frequency of your monitor.  Thus, for any given monitor at a given
dot clock, there is a minimum product of frame lengths below which you can't
force it.

In choosing your settings, remember: if you set RR too low, you will get
mugged by screen flicker.

You probably do not want to pull your refresh rate below 60Hz.  This is the
flicker rate of fluorescent lights; if you're sensitive to those, you need to
hang with 72Hz, the VESA ergonomic standard.

Flicker is very eye-fatiguing, though human eyes are adaptable and peoples'
tolerance for it varies widely.  If you face your monitor at a 90% viewing
angle, are using a dark background and a good contrasting color for fore-
ground, and stick with low to medium intensity, you *may* be comfortable at
as little as 45Hz.

The acid test is this: open a xterm with pure white back-ground and black
foreground using xterm -bg white -fg black and make it so large as to cover
the entire viewable area.  Now turn your monitor's intensity to 3/4 of its
maximum setting, and turn your face away from the monitor.  Try peeking at
your monitor sideways (bringing the more sensitive peripheral-vision cells
into play).  If you don't sense any flicker or if you feel the flickering is
tolerable, then that refresh rate is fine with you.  Otherwise you better
configure a higher refresh rate, because that semi-invisible flicker is going
to fatigue your eyes like crazy and give you headaches, even if the screen
looks OK to normal vision.

For interlaced modes, the amount of flicker depends on more factors such as
the current vertical resolution and the actual screen contents.  So just
experiment.  You won't want to go much below about 85Hz half frame rate,
though.

So let's say you've picked a minimum acceptable refresh rate.  In choosing
your HFL and VFL, you'll have some room for maneuver.

7.  Memory Requirements

Available frame-buffer RAM may limit the resolution you can achieve on color
or gray-scale displays.  It probably isn't a factor on displays that have
only two colors, white and black with no shades of gray in between.

For 256-color displays, a byte of video memory is required for each visible
dot to be shown.  This byte contains the information that determines what mix
of red, green, and blue is generated for its dot.  To get the amount of mem-
ory required, multiply the number of visible dots per line by the number of
visible lines.  For a display with a resolution of 800x600, this would be 800
x 600 = 480,000, which is the number of visible dots on the display.  This is
also, at one byte per dot, the number of bytes of video memory that are nec-
essary on your adapter card.

Thus, your memory requirement will typically be (HR * VR)/1024 Kbytes of
VRAM, rounded up.  If you have more memory than strictly required, you'll
have extra for virtual-screen panning.

However, if you only have 512K on board, then you can't use this resolution.
Even if you have a good monitor, without enough video RAM, you can't take
advantage of your monitor's potential.  On the other hand, if your SVGA has
one meg, but your monitor can display at most 800x600, then high resolution
is beyond your reach anyway (see Using Interlaced Modes (section 12., page 1)
for a possible remedy).

...missing...

8.  Computing Frame Sizes

Warning: this method was developed for multisync monitors.  It will probably
work with fixed-frequency monitors as well, but no guarantees!

Start by dividing DCF by your highest available HSF to get a horizontal frame
length.

For example; suppose you have a Sigma Legend SVGA with a 65MHz dot clock, and
your monitor has a 55KHz horizontal scan frequency.  The quantity (DCF / HSF)
is then 1181 (65MHz = 65000KHz; 65000/55 = 1181).

Now for our first bit of black magic.  You need to round this figure to the
nearest multiple of 8.  This has to do with the VGA hardware controller used
by SVGA and S3 cards; it uses an 8-bit register, left-shifted 3 bits, for
what's really an 11-bit quantity.  Other card types such as ATI 8514/A may
not have this requirement, but we don't know and the correction can't hurt.
So round the usable horizontal frame length figure down to 1176.

This figure (DCF / HSF rounded to a multiple of 8) is the minimum HFL you can
use.  You can get longer HFLs (and thus, possibly, more horizontal dots on
the screen) by setting the sync pulse to produce a lower HSF.  But you'll pay
with a slower and more visible flicker rate.

As a rule of thumb, 80% of the horizontal frame length is available for hori-
zontal resolution, the visible part of the horizontal scan line (this allows,
roughly, for borders and sweepback time -- that is, the time required for the
beam to move from the right screen edge to the left edge of the next raster
line).  In this example, that's 944 ticks.

Now, to get the normal 4:3 screen aspect ratio, set your vertical resolution
to 3/4ths of the horizontal resolution you just calculated.   For this exam-
ple, that's 708 ticks.  To get your actual VFL, multiply that by 1.05 to get
743 ticks.

The 4:3 is not technically magic; nothing prevents you from using a non-
Golden-Section ratio if that will get the best use out of your screen real
estate.  It does make figuring frame height and frame width from the diagonal
size convenient, you just multiply the diagonal by by 0.8 to get width and
0.6 to get height.

So, HFL=1176 and VFL=743.  Dividing 65MHz by the product of the two gives us
a nice, healthy 74.4Hz refresh rate.  Excellent!  Better than VESA standard!
And you got 944x708 to boot, more than the 800 by 600 you were probably
expecting.  Not bad at all!

You can even improve the refresh rate further, to almost 76 Hz, by using the
fact that monitors can often sync horizontally at 2khz or so higher than
rated, and by lowering VFL somewhat (that is, taking less than 75% of 944 in
the example above).  But before you try this "overdriving" maneuver, if you
do, make sure that your monitor electron guns can sync up to 76 Hz vertical.
(the popular NEC 4D, for instance, cannot.  It goes only up to 75 Hz VSF).
(See Overdriving Your Monitor (section 11., page 1) for more general discus-
sion of this issue. )

So far, most of this is simple arithmetic and basic facts about raster dis-
plays.  Hardly any black magic at all!

9.  Black Magic and Sync Pulses

OK, now you've computed HFL/VFL numbers for your chosen dot clock, found the
refresh rate acceptable, and checked that you have enough VRAM.  Now for the
real black magic -- you need to know when and where to place synchronization
pulses.

The sync pulses actually control the horizontal and vertical scan frequencies
of the monitor.  The HSF and VSF you've pulled off the spec sheet are nomi-
nal, approximate maximum sync frequencies.  The sync pulse in the signal from
the adapter card tells the monitor how fast to actually run.

Recall the two pictures above?  Only part of the time required for raster-
scanning a frame is used for displaying viewable image (ie. your resolution).

9.1  Horizontal Sync:

By previous definition, it takes HFL ticks to trace the a horizontal scan
line.  Let's call the visible tick count (your horizontal screen resolution)
HR.  Then Obviously, HR < HFL by definition.  For concreteness, let's assume
both start at the same instant as shown below:

       |___ __ __ __ __ __ __ __ __ __ __ __ __
       |_ _ _ _ _ _ _ _ _ _ _ _                |
       |_______________________|_______________|_____
       0                       ^               ^     unit: ticks
                               |   ^       ^   |
                               HR  |       |  HFL
                               |   |<----->|   |
                               |<->|  HSP  |<->|
                               HGT1         HGT2

Now, we would like to place a sync pulse of length HSP as shown above, ie,
between the end of clock ticks for display data and the end of clock ticks
for the entire frame.  Why so?  because if we can achieve this, then your
screen image won't shift to the right or to the left.  It will be where it
supposed to be on the screen, covering squarely the monitor's viewable area.

Furthermore, we want about 30 ticks of "guard time" on either side of the
sync pulse.  This is represented by HGT1 and HGT2.  In a typical configura-
tion HGT1 != HGT2, but if you're building a configuration from scratch, you
want to start your experimentation with them equal (that is, with the sync
pulse centered).

The symptom of a misplaced sync pulse is that the image is displaced on the
screen, with one border excessively wide and the other side of the image
wrapped around the screen edge, producing a white edge line and a band of
"ghost image" on that side.  A way-out-of-place vertical sync pulse can actu-
ally cause the image to roll like a TV with a mis-adjusted vertical hold (in
fact, it's the same phenomenon at work).

If you're lucky, your monitor's sync pulse widths will be documented on its
specification page.  If not, here's where the real black magic starts...

You'll have to do a little trial and error for this part.  But most of the
time, we can safely assume that a sync pulse is about 3.5 to 4.0 microsecond
in length.

For concreteness again, let's take HSP to be 3.8 microseconds (which btw, is
not a bad value to start with when experimenting).

Now, using the 65Mhz clock timing above, we know HSP is equivalent to 247
clock ticks (= 65 * 10**6 * 3.8 * 10^-6) [recall M=10^6, micro=10^-6]

Some makers like to quote their horizontal framing parameters as timings
rather than dot widths.  You may see the following terms:

      active time (HAT)
            Corresponds to HR, but in milliseconds.  HAT * DCF = HR.

      blanking time (HBT)
            Corresponds to (HFL - HR), but in milliseconds.  HBT * DCF = (HFL
            - HR).

      front porch (HFP)
            This is just HGT1.

      sync time
            This is just HSP.

      back porch (HBP)
            This is just HGT2.

9.2  Vertical Sync:

Going back to the picture above, how do we place the 247 clock ticks as shown
in the picture?

Using our example, HR is 944 and HFL is 1176.  The difference between the two
is 1176 - 944=232 < 247!  Obviously we have to do some adjustment here.  What
can we do?

The first thing is to raise 1176 to 1184, and lower 944 to 936.  Now the dif-
ference = 1184-936= 248. Hmm, closer.

Next, instead using 3.8, we use 3.5 for calculating HSP; then, we have
65*3.5=227.  Looks better.  But 248 is not much higher than 227.  It's nor-
mally necessary to have 30 or so clock ticks between HR and the start of SP,
and the same for the end of SP and HFL.  AND they have to be multiple of
eight!  Are we stuck?

No.  Let's do this, 936 % 8 = 0, (936 + 32) % 8 = 0 too.  But 936 + 32 = 968,
968 + 227 = 1195, 1195 + 32 = 1227.  Hmm.. this looks not too bad.  But it's
not a multiple of 8, so let's round it up to 1232.

But now we have potential trouble, the sync pulse is no longer placed right
in the middle between h and H any more.  Happily, using our calculator we
find 1232 - 32 = 1200 is also a multiple of 8 and (1232 - 32) - 968 = 232
corresponding using a sync pulse of 3.57 micro second long, still reasonable.

In addition, 936/1232 ~ 0.76 or 76%, still not far from 80%, so it should be
all right.

Furthermore, using the current horizontal frame length, we basically ask our
monitor to sync at 52.7khz (= 65Mhz/1232) which is within its capability.  No
problems.

Using rules of thumb we mentioned before, 936*75%=702, This is our new verti-
cal resolution.  702 * 1.05 = 737, our new vertical frame length.

Screen refresh rate = 65Mhz/(737*1232)=71.6 Hz.  This is still excellent.

Figuring the vertical sync pulse layout is similar:

        |___ __ __ __ __ __ __ __ __ __ __ __ __
        |_ _ _ _ _ _ _ _ _ _ _ _                |
        |_______________________|_______________|_____
        0                      VR              VFL     unit: ticks
                                ^   ^       ^
                                |   |       |
                                |<->|<----->|
                                 VGT    VSP

We start the sync pulse just past the end of the vertical display data ticks.
VGT is the vertical guard time required for the sync pulse.  Most monitors
are comfortable with a VGT of 0 (no guard time) and we'll use that in this
example.  A few need two or three ticks of guard time, and it usually doesn't
hurt to add that.

Returning to the example: since by the definition of frame length, a vertical
tick is the time for tracing a complete HORIZONTAL frame, therefore in our
example, it is 1232/65Mhz=18.95us.

Experience shows that a vertical sync pulse should be in the range of 50us
and 300us.  As an example let's use 150us, which translates into 8 vertical
clock ticks (150us/18.95us~8).

Some makers like to quote their vertical framing parameters as timings rather
than dot widths.  You may see the following terms:

      active time (VAT)
            Corresponds to VR, but in milliseconds.  VAT * VSF = VR.

      blanking time (VBT)
            Corresponds to (VFL - VR), but in milliseconds.  VBT * VSF = (VFL
            - VR).

      front porch (VFP)
            This is just VGT.

      sync time
            This is just VSP.

      back porch (VBP)
            This is like a second guard time after the vertical sync pulse.
            It is often zero.

10.  Putting it All Together

The Xconfig file Table of Video Modes contains lines of numbers, with each
line being a complete specification for one mode of X-server operation.  The
fields are grouped into four sections, the name section, the clock frequency
section, the horizontal section, and the vertical section.

The name section contains one field, the name of the video mode specified by
the rest of the line.  

...missing...

The dot clock section contains only the dot clock (what we've called DCF)
field of the video mode line.  The number in this field specifies what dot
clock was used to generate the numbers in the following sections.

The horizontal section consists of four fields which specify how each hori-
zontal line on the display is to be generated.  The first field of the sec-
tion contains the number of dots per line which will be illuminated to form
the picture (what we've called HR).  The second field of the section indi-
cates at which dot the horizontal sync pulse will begin.  The third field
indicates at which dot the horizontal sync pulse will end.  The fourth field
specifies the total horizontal frame length (HFL).

The vertical section also contains four fields.  The first field contains the
number of visible lines which will appear on the display (VR).  The second
field indicates the line number at which the vertical sync pulse will begin.
The third field specifies the line number at which the vertical sync pulse
will end.  The fourth field contains the total vertical frame length (VFL).

Example:

          #Modename    clock  horizontal timing  vertical timing

          "752x564"     40    752 784  944 1088  564 567 569 611
                     44.5  752 792  976 1240  564 567 570 600

(Note: stock X11R5 doesn't support fractional dot clocks.)

For Xconfig, all of the numbers just mentioned - the number of illuminated
dots on the line, the number of dots separating the illuminated dots from the
beginning of the sync pulse, the number of dots representing the duration of
the pulse, and the number of dots after the end of the sync pulse - are added
to produce the number of dots per line.  The number of horizontal dots must
be evenly divisible by eight.

Example horizontal numbers: 800 864 1024 1088

This sample line has the number of illuminated dots (800) followed by the
number of the dot when the sync pulse starts (864), followed by the number of
the dot when the sync pulse ends (1024), followed by the number of the last
dot on the horizontal line (1088).

Note again that all of the horizontal numbers (800, 864, 1024, and 1088) are
divisible by eight!  This is not required of the vertical numbers.

The number of lines from the top of the display to the bottom form the frame.
The basic timing signal for a frame is the line.  A number of lines will con-
tain the picture.  After the last illuminated line has been displayed, a
delay of a number of lines will occur before the vertical sync pulse is gen-
erated.  Then the sync pulse will last for a few lines, and finally the last
lines in the frame, the delay required after the pulse, will be generated.
The numbers that specify this mode of operation are entered in a manner simi-
lar to the following example.

Example vertical numbers: 600 603 609 630

This example indicates that there are 600 visible lines on the display, that
the vertical sync pulse starts with the 603rd line and ends with the 609th,
and that there are 630 total lines being used.

Note that the vertical numbers don't have to be divisible by eight!

Let's return to the example we've been working.  According to the above, all
we need to do from now on is to write our result into Xconfig as follows:

     <name>   DCF     HR  SH1 SH2   HFL   VR  SV1 SV2 VFL

where SH1 is the start tick of the horizontal sync pulse and SH2 is its end
tick; similarly, SV1 is the start tick of the vertical sync pulse and SV2 is
its end tick.

     #name    clock   horizontal timing   vertical timing    flag
     936x702  65      936 968 1200 1232   702 702 710 737

No special flag necessary; this is a non-interlaced mode.  Now we are really
done.

11.  Overdriving Your Monitor

You should absolutely not try exceeding your monitor's scan rates if it's a
fixed-frequency type.  You can smoke your hardware doing this!  There are
potentially subtler problems with overdriving a multisync monitor which you
should be aware of.

Having a pixel clock higher than the monitor's maximum bandwidth is rather
harmless, in contrast.  (Note: the theoretical limit of discernible features
is reached when the pixel clock reaches double the monitor's bandwidth.  This
is a straightforward application of Nyquist's Theorem: consider the pixels as
a spatially distributed series of samples of the drive signals and you'll see
why.)

It's exceeding the rated maximum sync frequencies that's problematic.  Some
modern monitors might have protection circuitry that shuts the monitor down
at dangerous scan rates, but don't rely on it.  In particular there are older
multisync monitors (like the Multisync II) which use just one horizontal
transformer. These monitors will not have much protection against overdriving
them.  While you necessarily have high voltage regulation circuitry (which
can be absent in fixed frequency monitors), it will not necessarily cover
every conceivable frequency range, especially in cheaper models. This not
only implies more wear on the circuitry, it can also cause the screen phos-
phors to age faster, and cause more than the specified radiation (including
X-rays) to be emitted from the monitor.

Another importance of the bandwidth is that the monitor's input impedance is
specified only for that range, and using higher frequencies can cause reflec-
tions probably causing minor screen interferences, and radio disturbance.

However, the basic problematic magnitude in question here is the slew rate
(the steepness of the video signals) of the video output drivers, and that is
usually independent of the actual pixel frequency, but (if your board manu-
facturer cares about such problems) related to the maximum pixel frequency of
the board.

So be careful out there...

12.  Using Interlaced Modes

...missing...

At a fixed dot clock, an interlaced display is going to have considerably
less noticeable flicker than a non-interlaced display, if the vertical cir-
cuitry of your monitor is able to support it stably.  It is because of this
that interlaced modes were invented in the first place.

Interlaced modes got their bad repute because they are inferior to their non-
interlaced companions at the same vertical scan frequency, VSF (which is what
is usually given in advertisements). But they are definitely superior at the
same horizontal scan rate, and that's where the decisive limits of your moni-
tor/graphics card usually lie.

At a fixed refresh rate (or half frame rate, or VSF) the interlaced display
will flicker more: a 90Hz interlaced display will be inferior to a 90Hz non-
interlaced display. It will, however, need only half the video bandwidth and
half the horizontal scan rate. If you compared it to a non-interlaced mode
with the same dot clock and the same scan rates, it would be vastly superior:
45Hz non-interlaced is intolerable. With 90Hz interlaced, I have worked for
years with my Multisync 3D (at 1024x768) and am very satisfied. I'd guess
you'd need at least a 70Hz non-interlaced display for similar comfort.

You have to watch a few points, though: use interlaced modes only at high
resolutions, so that the alternately lighted lines are close together. You
might want to play with sync pulse widths and positions to get the most sta-
ble line positions. If alternating lines are bright and dark, interlace will
jump at you. I have one application that chooses such a dot pattern for a
menu background (XCept, no other application I know does that, fortunately).
I switch to 800x600 for using XCept because it really hurts my eyes other-
wise.

For the same reason, use at least 100dpi fonts, or other fonts where horizon-
tal beams are at least two lines thick (for high resolutions, nothing else
will make sense anyhow).

And of course, never use an interlaced mode when your hardware would support
a non-interlaced one with similar refresh rate.

If, however, you find that for some resolution you are pushing either monitor
or graphics card to their upper limits, and getting unsatisfactory flickery
or washed out (bandwidth exceeded) display, you might want to try tackling
the same resolution using an interlaced mode. Of course this is useless if
the VSF of your monitor is already close to its limits.

Design of interlaced modes is easy: do it like a non-interlaced mode. Just
two more considerations are necessary: you need an odd total number of verti-
cal lines (the last number in your mode line), and when you specify the
"interlace" flag, the actual vertical frame rate for your monitor doubles.
Your monitor needs to support a 90Hz frame rate if the mode you specified
looks like a 45Hz mode apart from the "Interlace" flag.

As an example, here is my modeline for 1024x768 interlaced: my Multisync 3D
will support up to 90Hz vertical and 38kHz horizontal.

     ModeLine "1024x768" 45 1024 1048 1208 1248 768 768 776 807 Interlace

Both limits are pretty much exhausted with this mode. Specifying the same
mode, just without the "Interlace" flag, still is almost at the limit of the
monitor's horizontal capacity (and strictly speaking, a bit under the lower
limit of vertical scan rate), but produces an intolerably flickery display.

Basic design rules: if you have designed a mode at less than half of your
monitor's vertical capacity, make the vertical total of lines odd and add the
"Interlace" flag. The display's quality should vastly improve in most cases.

If you have a non-interlaced mode otherwise exhausting your monitor's specs
where the vertical scan rate lies about 30% or more under the maximum of your
monitor, hand-designing an interlaced mode (probably with somewhat higher
resolution) could deliver superior results, but I won't promise it.

13.  Questions and Answers

Q. The example you gave is not a standard screen size, can I use it?

A. Why not?  There is NO reason whatsoever why you have to use 640x480,
800x600, or even 1024x768.  The XFree86 servers let you configure your hard-
ware with a lot of freedom.  It usually takes two to three tries to come up
the right one.  The important thing to shoot for is high refresh rate with
reasonable viewing area. not high resolution at the price of eye-tearing
flicker!

Q. It this the only resolution given the 65Mhz dot clock and 55Khz HSF?

A. Absolutely not!  You are encouraged to follow the general procedure and do
some trial-and-error to come up a setting that's really to your liking.
Experimenting with this can be lots of fun.  Most settings may just give you
nasty video hash, but in practice a modern multi-sync monitor is usually not
damaged easily. Be sure though, that your monitor can support the frame rates
of your mode before using it for longer times.

Beware fixed-frequency monitors!  This kind of hacking around can damage them
rather quickly. Be sure you use valid refresh rates for every experiment on
them.

Q. You just mentioned two standard resolutions. In Xconfig, there are many
standard resolutions available, can you tell me whether there's any point in
tinkering with timings?

A. Absolutely!  Take, for example, the "standard" 640x480 listed in the cur-
rent Xconfig.  It employs 25Mhz driving frequency, frame lengths are 800 and
525 => refresh rate ~ 59.5Hz. Not too bad.  But 28Mhz is a commonly available
driving frequency from many SVGA boards.  If we use it to drive 640x480, fol-
lowing the procedure we discussed above, you would get frame lengths like 812
and 505.  Now the refresh rate is raised to 68Hz, a quite significant
improvement over the standard one.

Q. Can you summarize what we have discussed so far?

A. In a nutshell:

  1.  for any fixed driving frequency, raising max resolution incurs the
      penalty of lowering refresh rate and thus introducing more flicker.

  2.  if high resolution is desirable and your monitor supports it, try to
      get a SVGA card that provides a matching dot clock or DCF. The higher,
      the better!

14.  Fixing Problems with the Image.

OK, so you've got your X configuration numbers.  You put them in Xconfig with
a test mode label.  You fire up X, hot-key to the new mode, ... and the image
doesn't look right.  What do you do?  Here's a list of common problems and
how to fix them.

(Fixing these minor distortions is where xvidtune(1) really shines.)

You move the image by changing the sync pulse timing.  You scale it by chang-
ing the frame length (you need to move the sync pulse to keep it in the same
relative position, otherwise scaling will move the image as well).  Here are
some more specific recipes:

The horizontal and vertical positions are independent.  That is, moving the
image horizontally doesn't affect placement vertically, or vice-versa.  How-
ever, the same is not quite true of scaling.  While changing the horizontal
size does nothing to the vertical size or vice versa, the total change in
both may be limited.  In particular, if your image is too large in both
dimensions you will probably have to go to a higher dot clock to fix it.
Since this raises the usable resolution, it is seldom a problem!

14.1  The image is displaced to the left or right

To fix this, move the horizontal sync pulse.  That is, increment or decrement
(by a multiple of 8) the middle two numbers of the horizontal timing section
that define the leading and trailing edge of the horizontal sync pulse.

If the image is shifted left (right border too large, you want to move the
image to the right) decrement the numbers.  If the image is shifted right
(left border too large, you want it to move left) increment the sync pulse.

14.2  The image is displaced up or down

To fix this, move the vertical sync pulse.  That is, increment or decrement
the middle two numbers of the vertical timing section that define the leading
and trailing edge of the vertical sync pulse.

If the image is shifted up (lower border too large, you want to move the
image down) decrement the numbers.  If the image is shifted down (top border
too large, you want it to move up) increment the numbers.

14.3  The image is too large both horizontally and vertically

Switch to a higher card clock speed. If you have multiple modes in your clock
file, possibly a lower-speed one is being activated by mistake.

14.4  The image is too wide (too narrow) horizontally

To fix this, increase (decrease) the horizontal frame length.  That is,
change the fourth number in the first timing section.  To avoid moving the
image, also move the sync pulse (second and third numbers) half as far, to
keep it in the same relative position.

14.5  The image is too deep (too shallow) vertically

To fix this, increase (decrease) the vertical frame length.  That is, change
the fourth number in the second timing section.  To avoid moving the image,
also move the sync pulse (second and third numbers) half as far, to keep it
in the same relative position.

Any distortion that can't be handled by combining these techniques is proba-
bly evidence of something more basically wrong, like a calculation mistake or
a faster dot clock than the monitor can handle.

Finally, remember that increasing either frame length will decrease your
refresh rate, and vice-versa.

15.  Plotting Monitor Capabilities

...missing...

16.  Credits

The original ancestor of this document was by Chin Fang
<fangchin@leland.stanford.edu>.

Eric S. Raymond <esr@snark.thyrsus.com> reworked, reorganized, and massively
rewrote Chin Fang's original in an attempt to understand it.  In the process,
he merged in most of a different how-to by Bob Crosson
<crosson@cam.nist.gov>.

The material on interlaced modes is largely by David Kastrup <dak@pool.infor-
matik.rwth-aachen.de>

Martin Lottermoser <Martin.Lottermoser@mch.sni.de> contributed the idea of
using gnuplot to make mode diagrams and did the mathematical analysis behind
modeplot.  The distributed modeplot was redesigned and generalized by ESR
from Martin's original gnuplot code for one case.

     Generated from XFree86: xc/programs/Xserver/hw/xfree86/doc/sgml/VidModes.sgml,v 3.11.2.2 1998/02/20 23:10:30 dawes Exp $

     $XConsortium: VidModes.sgml /main/7 1996/02/21 17:46:17 kaleb $

