Vector Graphics
Lines of light
Vector graphics drew games using lines rather than pixels, creating distinctive glowing visuals in arcade classics like Asteroids, Tempest, and Star Wars before raster displays dominated.
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, infinitely-resolvable lines that glowed with distinctive intensity, decaying as they aged. Games like Asteroids, Tempest, and Star Wars used vector graphics to create visuals impossible on contemporary raster hardware — true 3D wireframes, smooth scaling, sharp curves.
Vector display peaked from 1977 to about 1985 in arcades. Atari, Cinematronics, Sega, and Vectrex (the home console) drove the format. Raster hardware caught up by the mid-80s, raster could fill in colour and texture, and the maintenance cost of vector monitors became uneconomic.
Fast facts
- Technology: CRT beam directly traces lines (deflection-based drawing rather than scanning).
- Peak era: 1979-1983 (arcade); Vectrex (1982-84) was the home outlier.
- Advantage: Sharp lines, smooth movement, true wireframe 3D, distinctive aesthetic.
- Limitation: No filled areas, refresh rate drops with object count, monitors expensive to maintain.
How vector displays work
A standard CRT has its electron beam scanning left-to-right, top-to-bottom in a fixed raster pattern, painting whatever colour the timing controller selects at each point. A vector CRT instead aims its beam directly at the line's start point, sweeps to the end point at controlled velocity, and either lights the phosphor (line drawn) or doesn't (move). No scanning — the beam follows the picture.
| Process | Description |
|---|---|
| Beam positioning | Direct electron beam to the line's start point via X/Y deflection |
| Line drawing | Sweep beam to the end point, with the gun on |
| Intensity control | Vary beam current to control brightness |
| Refresh | Repeat every line, every refresh cycle (typically 30-60 Hz) |
Each line drawn takes a small amount of time. The more lines per frame, the lower the achievable refresh rate. Asteroids might have 100 lines on screen and refresh comfortably at 60 Hz; Star Wars with hundreds of lines drops to ~30 Hz when scenes are full.
Advantages
| Benefit | Result |
|---|---|
| Resolution | Theoretically infinite — no pixel grid |
| Smooth movement | No pixel stepping; rotation looks continuous |
| 3D wireframe | True polygon edges with no rasterisation cost |
| Distinctive look | Glowing lines that fade slightly between refreshes |
| Efficient drawing | Only the lines need drawing; empty space is free |
Limitations
| Drawback | Impact |
|---|---|
| No filled areas | Wireframe-only; can't render solid surfaces |
| Brightness limits | Phosphor takes time to recharge; very bright displays burn-in |
| Refresh rate | Drops with object count — busy scenes flicker |
| Maintenance | Specialised monitors, expensive to repair |
| Limited colour | Most vector games are monochrome; colour vector hardware (Atari Color XY) was rare and expensive |
| Phosphor burn-in | Static images literally etch into the screen |
Classic vector games
| Title | Year | Company | Notes |
|---|---|---|---|
| Space Wars | 1977 | Cinematronics | One of the first commercial vector arcade games; based on PDP-1's Spacewar! |
| Asteroids | 1979 | Atari | The defining vector game; vector physics matched vector display |
| Lunar Lander | 1979 | Atari | Mountainscape physics simulator |
| Battlezone | 1980 | Atari | First-person tank combat in 3D wireframe |
| Tempest | 1981 | Atari | Cylindrical playfield; Color XY hardware (rare colour vector) |
| Star Wars | 1983 | Atari | Hi-resolution colour vector; iconic Death Star trench run |
| Major Havoc | 1983 | Atari | Late vector classic |
| Space Duel | 1983 | Atari | Multi-ship variant of Asteroids |
| Spy Hunter II | 1987 | Bally Midway | Late vector — combined raster + vector |
Vectrex — vector at home
The Vectrex (1982-1984) was the only major home console to use a vector display. GCE / Milton Bradley shipped it with a built-in 9-inch monochrome vector CRT and overlay sheets to add coloured backgrounds. Around 30 games released. Dedicated cult following continues — modern Vectrex homebrew is active, original units fetch high prices.
Vector to raster transition
| Factor | Influence |
|---|---|
| Colour limitations | Raster offered far more colour options |
| Maintenance costs | Vector arcade cabinets were costly to keep running; operators preferred raster |
| Visual expectations | By 1985, players expected filled, textured graphics |
| Polygon raster | Hard Drivin' (1989) showed raster could match vector's 3D ambitions |
| Falling cost of raster CRTs | Mass production made raster cheaper than custom vector hardware |
Legacy
The vector aesthetic is unmistakable and survives in deliberate revivals:
| Influence | Example |
|---|---|
| Aesthetic revivals | Geometry Wars (2005), Tempest 4000 (2018) |
| Indie retro | Vectorpark, PolyBranch, various GMTK / Ludum Dare entries |
| Demoscene | Vector productions still common at Revision, Assembly |
| Modern tools | Vector-style shaders in Unity / Unreal recreate the bloom-and-fade look |
| Education | MAME preserves vector games via vector emulation in the host's raster display |
Emulation challenges
Emulating vector games on raster displays is technically interesting:
- Bloom and fade — vector lines bloom outward and decay; faking this on a sharp LCD requires shader work.
- Phosphor persistence — vectors blur slightly between frames; a literal raster emulation looks too sharp.
- Refresh-rate variation — vector games run slower when the screen is busy. Emulators can preserve or normalise this.
- MAME's vector mode preserves the original beam timing and applies CRT-shader bloom to approximate the original look.
See also
- Tempest
- Battlezone
- Atari
- Vectrex
- Pseudo-3D Road