You wouldn't believe how long we debated what resolution our samples should use :-)
The main criteria were:
- Should be the same on Windows and Xbox (don't want to clutter samples with platform conditionals)
- Should be a 16/9 widescreen ratio (so as to work on all Xboxes regardless of output aspect ratio)
- Should fit in a window on a 1024x768 PC desktop
After a truly ridiculous amount of argument, we settled on 853x480, which while certainly not perfect, met the above requirements and wasn't too violently offensive to anyone.
But then when we added networking, it turned out the Windows version of the Guide needs at least 600 vertical pixels to avoid getting cropped. Which triggered a repeat of the entire previous debate :-) In the end we left all non-networking samples using our previous choice, but picked 1067x600 for samples that use the Guide, as that is the smallest 16/9 resolution with enough room to display it correctly. This does go slightly off the edges of a 1024x768 desktop, but not by so much that the samples are unusable, and it fits nicely on the more common 1280 wide desktops.
I don't think those resolutions are sensible choices for games (you should probably go with one of the ones Jon suggested), but they make sense for samples where the goal is just to get consistent behavior without any special casing, so we can demonstrate whatever technique the sample is showing with a minimal amount of resolution handling code to clutter things up.
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