Overview
Before raster displays filled screens with pixels, vector monitors drew images using electron beams tracing lines directly onto phosphor screens. The result: razor-sharp lines that glowed with distinctive intensity. Games like Asteroids, Tempest, and Star Wars used vector graphics to create visuals impossible on contemporary raster hardware.
Fast facts
- Technology: CRT beam tracing lines.
- Peak era: 1979-1983.
- Advantage: Sharp lines, smooth movement.
- Limitation: No filled areas, maintenance issues.
How vectors work
| Process | Description |
|---|
| Beam positioning | Direct electron beam to start point |
| Line drawing | Trace to end point |
| Intensity control | Brightness variation |
| Refresh | Continuous redrawing |
Advantages
| Benefit | Result |
|---|
| Resolution | Theoretically infinite sharpness |
| Smooth movement | No pixel stepping |
| Distinctive look | Glowing line aesthetic |
| Efficient | Only draw whatโs needed |
Limitations
| Drawback | Impact |
|---|
| No filled areas | Wireframe only |
| Brightness limits | Object count restricted |
| Maintenance | Monitors wear out |
| Fragility | Sensitive equipment |
Classic vector games
| Title | Year | Company |
|---|
| Space Wars | 1977 | Cinematronics |
| Asteroids | 1979 | Atari |
| Battlezone | 1980 | Atari |
| Tempest | 1981 | Atari |
| Star Wars | 1983 | Atari |
Vector to raster transition
| Factor | Influence |
|---|
| Colour limitations | Raster offered more |
| Maintenance costs | Vector expensive |
| Visual expectations | Filled graphics demanded |
| Technology shift | Raster hardware improved |
Legacy
| Influence | Example |
|---|
| Aesthetic revivals | Geometry Wars, others |
| Retro styling | Vector-look games |
| Technical interest | Emulation challenges |
See also