Now it’s time to look at the GPU chip. This handles all of the display and rendering options for PV8 games. The first panel allows you to modify the game’s resolution.
The maximum resolution of a game can be is 512 x 480 pixels. When changing the resolution, the Game Creator will run at the default aspect ratio of 256 x 240 so your game will be scaled to fill the area and may have black bars. The last option on the Display Chip is the overscan. Overscan represents the area of the display that was cut off by old CRT televisions. Overscan was used in old 8-bit games to hide sprites off the screen until they were ready to be displayed. Setting this value will remove a single column and row of tiles (the width or height of a single sprite) from the display’s visible resolution. If you are resolution was 256 x 240, and you set the overscan to 1x1 the visible resolution would be 248 x 232.
The next panel manages Pixel Vision 8’s renderer. It has three properties: draws, colors, and cps (colors per sprite).
Draws represents the total number of sprites that can be on screen at any given time. Capping the draw calls can help optimize a game by caching the number of sprite draw requests the display expects to render on a given frame. You can remove the sprite cap by setting it to zero.
Next, you can set the total number of supported colors for the
ColorChip here. This value will manage the maximum system colors you can have direct color or palette color mode. The last option manages the colors per sprite which instruct the sprite importer how many colors to include for each 8x8 sprite graphic. You can set the CPS to 2 all the way up to 16.