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Split screen (computing)
Split screen (computing)
from Wikipedia

Various methods to display multiple signals on a 4:3 screen (diagram is 16:9): 1+3, 3+1 (1:1), 2×2, 3×3, 4×4 (4:3), 1+1 (2:3 vertical, 8:3 horizontal), 4×3 (1:1), 1 in 12 (4:3).

Split screen is a display technique[1] in computer graphics that consists of dividing graphics and/or text into non-overlapping adjacent parts, typically as two or four rectangular areas. This allows for the simultaneous presentation of (usually) related graphical and textual information on a computer display. TV sports adopted this presentation methodology in the 1960s for instant replay.[2]

Non-dynamic split screens differ from windowing systems in that the latter allowed overlapping and freely movable parts of the screen (the "windows") to present both related and unrelated application data to the user. In contrast, split-screen views are strictly limited to fixed positions.

The split screen technique can also be used to run two instances of an application, potentially allowing another user to interact with the second instance.

In video games

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Split-screen multiplayer in Limes & Napoleon

The split screen feature is commonly used in non-networked, also known as couch co-op, video games with multiplayer options.

In its most easily understood form, a split screen for a multiplayer video game is an audiovisual output device (usually a standard television for video game consoles) where the display has been divided into 2-4 equally sized areas (depending on number of players) so that the players can explore different areas simultaneously without being close to each other. This has historically been remarkably popular on consoles, which until the 2000s did not have access to the Internet or any other network and is less common today with modern support for networked console-to-console multiplayer. In competitive split-screen games, it is customarily considered cheating to look at another player's screen section to gain an advantage.[3][4]

History

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Split screen gaming dates back to at least the 1970s, with games such Drag Race (1977) from Kee Games in the arcades being presented in this format. It has always been a common feature of two or more player home console and computer games too, with notable titles being Kikstart II for 8-bit systems, a number of 16-bit racing games (such as Lotus Esprit Turbo Challenge and Road Rash II), and action/strategy games (such as Toejam & Earl and Lemmings ), all employing a vertical or horizontal screen split for two player games.

Xenophobe is notable as a three-way split screen arcade title, although on home platforms it was reduced to one or two screens. The addition of four controller ports on home consoles also ushered in more four-way split screen games, with Mario Kart 64 and Goldeneye 007 on the Nintendo 64 being two well known examples. In arcades, machines tended to move towards having a whole screen for each player, or multiple connected machines, for multiplayer. On home machines, especially in the first and third person shooter genres, multiplayer is now more common over a network or the internet rather than locally with split screen.

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
In computing, a split screen is a display technique that divides a monitor or screen into two or more non-overlapping sections, each capable of showing and independently manipulating different sets of , applications, or content simultaneously. This approach originated in early text-based systems and has evolved into a core feature of modern graphical user interfaces for enhancing multitasking efficiency. The concept of split screens in computing emerged in the late 1960s and early 1970s, building on advancements in cathode-ray tube (CRT) displays and interactive terminals. By 1970, the term "split-screen" was commonly applied to computer monitors, extending from its prior use in television production to describe divided displays for . In the 1970s, split screens became prominent in mainframe computing environments, particularly through software like IBM's Interactive System Productivity Facility (ISPF), first released in 1974 as the Structured Programming Facility (SPF), which allowed users to split 3270 terminal screens horizontally or vertically for simultaneous access to menus, editors, and datasets in systems. These developments laid the groundwork for split-screen functionality in personal computing, where character-based split screens appeared in applications for operating systems like during the , evolving to graphical implementations in later systems. Today, split screens are integral to productivity tools across platforms, such as Windows Snap Assist (introduced in Windows 7 in 2009 and enhanced in later versions, including Windows 11 as of 2022) for snapping windows to screen edges, and macOS Split View (added in OS X El Capitan in 2015) for side-by-side app arrangement. In addition to general multitasking, the technique remains vital in specialized domains like video editing software, where it facilitates comparing timelines or assets, and in gaming for local multiplayer modes, though online alternatives have reduced its prevalence there since the 1990s. Overall, split screens continue to support efficient human-computer interaction by reducing context-switching overhead in diverse workflows.

Core Concepts

Definition and Functionality

Split screen in is a display technique that divides a single monitor or screen into multiple non-overlapping, adjacent sections, each presenting independent or semi-independent content such as , text, or application windows simultaneously. This partitioning allows for the simultaneous rendering of diverse visual elements without interference between sections, treating them as distinct viewports on the same physical display. The core functionality of split screen supports parallel viewing and user interaction across divided areas, enabling the management of multiple data streams or interfaces on one screen. It achieves this by allocating dedicated portions of the display to separate windows or processes, where inputs and outputs can be directed independently to each section, thus streamlining access to related or contrasting information. For example, users can resize, scroll, or edit content in one pane while monitoring another, fostering efficient integration. Primary purposes of split screen include boosting multitasking capabilities by permitting side-by-side operation of applications, aiding comparative analysis of datasets or documents, and supporting local multiplayer interactions in gaming environments. In video games, it facilitates local multiplayer by assigning each player a dedicated screen section for their viewpoint on the same device. At its foundation, split screen operates through basic mechanics like window management protocols that snap or tile interfaces to screen edges, virtual desktop layering to simulate partitioned spaces, or graphical APIs that define and render bounded display regions. These approaches divide the available screen real estate proportionally or equally, ensuring each section functions as a self-contained unit while sharing the underlying hardware resources. Split screen techniques differ from picture-in-picture (PiP) modes, where a secondary content window is overlaid as a smaller, resizable inset within the primary display area, often used for video playback without fully partitioning the screen. In contrast, split screen divides the display into non-overlapping regions, typically of equal or adjustable sizes, allowing simultaneous full visibility of multiple applications or sources without hierarchical layering. This tiled arrangement promotes balanced multitasking on a single screen, whereas PiP prioritizes a dominant main view with a subordinate overlay, commonly implemented in mobile operating systems like Android for seamless during app switching. Unlike setups, which extend the desktop across separate physical displays to create a continuous workspace spanning multiple hardware panels, split screen operates entirely within one physical monitor using software to partition the available resolution. configurations leverage graphics hardware to treat each screen as an independent extension, enabling drag-and-drop interactions across gaps and supporting higher total counts for immersive workflows, but requiring additional cables, power, and desk space. Split screen, by relying on a single display's , avoids hardware duplication but limits overall workspace to the monitor's boundaries, making it ideal for portable devices or constrained environments where adding monitors is impractical. Virtual desktops provide an alternative to split screen by enabling users to create and switch between multiple full-screen environments, each containing a complete set of windows and applications, rather than displaying content simultaneously on one view. In systems like Windows or macOS, switching virtual desktops hides the previous workspace entirely, reducing visual clutter through temporal separation instead of spatial division, which suits task isolation such as work versus personal use. Split screen maintains all divided content in persistent view on the active desktop, facilitating direct comparison or cross-referencing, but can overwhelm limited screen real estate compared to the expansive, non-simultaneous nature of virtual desktops. Hybrid approaches blur these boundaries, as seen in ' resizable split views, which combine tiling with flexible proportions. For instance, Windows Snap Assist suggests and automates window arrangements after initial snapping, allowing users to adjust divisions beyond fixed halves via drag gestures for up to four quadrants on larger displays. These features integrate split screen principles with user-driven resizing, offering overlaps with PiP in overlay scenarios or virtual desktops in multi-layout persistence, but remain anchored to a single physical screen for unified interaction.

Technical Aspects

Implementation Methods

Split screen functionality in computing is primarily achieved through software methods that manage window placement and rendering. Window managers, such as the i3 tiling window manager for , implement split screens using a tree-based structure of containers where windows are automatically arranged without overlap. In i3, users preselect split orientations—horizontal (side-by-side) via the split h command or vertical (stacked) via split v—before opening new windows, allowing recursive partitioning of the screen into grids. Similarly, graphics APIs like enable split screen rendering by defining multiple viewports on a single render target. Developers use the ID3D11DeviceContext::RSSetViewports method to bind an array of D3D11_VIEWPORT structures, each specifying coordinates for distinct screen regions, which supports efficient rendering of separate scenes without additional hardware swaps. Algorithmic partitioning divides the screen resolution into grids by mapping coordinates to predefined ratios, ensuring non-overlapping regions for each or . For a symmetric 50/50 split on a screen of width WW and HH, the left region might use coordinates (0,0,W/2,H)(0, 0, W/2, H) while the right uses (W/2,0,W/2,H)(W/2, 0, W/2, H), calculated via simple arithmetic on device resolution. Asymmetric ratios, such as 70/30, adjust widths proportionally (e.g., 0.7W0.7W and 0.3W0.3W) while maintaining full , often implemented through structs in APIs to transform 3D projections onto 2D screen subsets. This coordinate-based approach scales to multi-grid layouts, like quadrants, by iteratively subdividing the total resolution. Splits can be static or dynamic, differing in flexibility and user interaction. Static splits employ fixed layouts defined at initialization, such as predefined grid ratios in tiling managers, where partitions remain constant without runtime adjustments to optimize for consistent in resource-constrained environments. Dynamic splits, in contrast, support user-resizable divisions through event handlers that respond to gestures like dragging a divider; for instance, GUI frameworks monitor or touch events to recalculate bounds in real-time, enabling adaptive layouts. Cross-platform implementations vary due to operating system architectures, affecting how splits are enforced and managed. On macOS, Split View creates a dedicated full-screen space for exactly two apps in a side-by-side configuration, activated via the window's green button and resizable by dragging a central divider, with the system handling and visibility transitions. As of macOS Sequoia (version 15, released 2024), enhancements allow smoother transitions and better support for more app types in Split View. Android's split-screen mode, introduced in API level 24, allows multiple apps to share the screen in resizable adjacent layouts via the resizeableActivity manifest attribute, supporting side-by-side or stacked orientations on devices meeting minimum dimension thresholds (e.g., 600dp), with lifecycle adjustments for multi-resume states. These differences stem from macOS's space-based windowing versus Android's activity-focused multitasking, requiring developers to use platform-specific APIs for compatibility.

Hardware and Software Requirements

Split screen functionality in computing requires minimal hardware for basic window management but demands more capable components for smooth rendering of multiple concurrent views, particularly in graphics-intensive applications. Graphics processing units (GPUs) must support multiple render targets (MRT) to handle simultaneous output to separate buffers or viewports, a capability introduced in 2.0 (2004) and 9 (2002), making it standard on GPUs from GeForce 6 series, Radeon X1000 series, and later integrated graphics. For multi-monitor configurations that extend split screen across displays, the GPU needs at least two output ports (e.g., , ), which integrated or discrete GPUs in modern systems readily provide without additional performance penalties for setup alone. System RAM plays a key role in supporting concurrent processes during split screen multitasking; at least 8 GB is recommended as a minimum to avoid paging and maintain responsiveness, while 16 GB or more ensures efficient handling of multiple resource-heavy applications. Low-end systems with 4 GB or less may experience noticeable slowdowns due to memory constraints when juggling several open windows or views. On the software side, native operating system support is essential for seamless split screen implementation. Windows 10 and later versions include Snap Assist, which automatically resizes and positions windows to fill screen halves or quarters via drag-and-drop or keyboard shortcuts (Win + Arrow keys), with Windows 11 (released 2021) adding Snap Layouts for more flexible multi-window arrangements; requiring no additional hardware beyond a compatible display. macOS provides Split View for side-by-side app usage since macOS El Capitan (10.11), activated by hovering over the green maximize button in the title bar, and works on any Mac with a supported display resolution of at least 1024x768. In Linux, desktop environments like GNOME (via built-in overview or extensions such as WinTile) and KDE Plasma offer window snapping to edges or quarters, configurable through system settings without specific hardware mandates beyond standard X11 or Wayland compositors. Third-party tools like DisplayFusion extend these features on Windows by enabling custom monitor splitting into virtual sections with independent taskbars, compatible with Windows 7 and newer. Performance considerations highlight the overhead of split screen, especially when rendering independent views, as it often duplicates processing pipelines and increases CPU/GPU utilization compared to single-view operation, leading to higher temperatures and potential latency on entry-level hardware. For instance, basic splitting incurs negligible load, but graphics applications rendering split views may strain lower-end GPUs lacking efficient MRT support, resulting in frame rate drops. To mitigate these impacts, optimization techniques focus on framebuffer management, where developers use off-screen framebuffer objects (FBOs) to render views to textures before them into a single output, reducing redundant draws and leveraging GPU-native buffer switching on compatible hardware. This approach assumes access to APIs like 3.0+ or 11, minimizing overhead without altering core partitioning algorithms.

Applications

In Video Games

Split screen functionality in video games enables multiple players to participate in the same session on a single display, dividing the screen into distinct sections to show each player's perspective simultaneously. This technique has been a staple for local multiplayer experiences, allowing couch co-op gameplay without requiring separate devices. In two-player modes, the screen is typically split horizontally or vertically, with each half dedicated to one player's view; for instance, games like the original Halo: Combat Evolved (2001) used a horizontal split to accommodate dual controllers on one TV, enhancing competitive or cooperative play in environments. Similarly, GoldenEye 007 (1997) on employed a vertical split for its multiplayer deathmatch, supporting up to four players by dynamically adjusting viewports as needed. For four-player setups, quadrant splits divide the screen into four equal parts, often seen in arena-style shooters or to fit all participants on standard-definition displays. This configuration was prominent in titles like Halo 3 (2007), where it balanced visibility and performance on hardware, though it reduced the field of view for each player to prevent overlap and maintain frame rates. Mechanics supporting split screen involve viewport culling, a rendering optimization that limits graphical processing to each player's visible area, reducing CPU and GPU load by excluding off-screen elements from full computation. Input handling is also crucial, as the system maps multiple controllers—often up to four via USB or console ports—to independent actions, ensuring responsive controls without cross-interference, as implemented in Halo's engine using for seamless synchronization. The prevalence of split screen has evolved across gaming genres, particularly thriving in local co-op scenarios like fighting games, where side-by-side views facilitate head-to-head competition. Street Fighter II (1991) pioneered this for arcade-to-home ports, using a horizontal split on systems like the to display both fighters' actions in real-time, fostering intense, shared experiences on a single screen. However, its adoption has declined in the online multiplayer era, as broadband internet and dedicated servers enable without hardware limitations; by the , many developers shifted focus to cross-platform online modes, citing split screen's drawbacks like diminished immersion and higher development costs for scaling UI elements. In the 2020s, split screen remains rare but appears in select titles emphasizing local play, such as It Takes Two (2021), which mandates a horizontal split for its two-player cooperative puzzle-platforming, requiring both participants to be present and interact via split perspectives to progress, and Split Fiction (2025), which uses dynamic splits for narrative-driven co-op adventures. This design choice revives the format amid the dominance of online services like PlayStation Network and Xbox Live, underscoring split screen's niche role in promoting social, in-person gaming despite the trend toward digital connectivity.

In Productivity and Multitasking Tools

In productivity and multitasking tools, split screen functionality enables users to divide a single display into multiple sections for simultaneous viewing and interaction with applications, facilitating efficient workflow management in office and desktop environments. Operating systems provide built-in features to support this, such as macOS Split View, which allows two apps to occupy the screen side by side in full-screen mode, activated by dragging a window to the top of the screen or using menu bar options. Similarly, Windows Snap (enhanced by Snap Assist and Snap Layouts in Windows 11, with further improvements in usability and tutorials in 2024-2025 updates) enables windows to be dragged to screen edges or corners for automatic resizing and arrangement, supporting up to four quadrants for multitasking. These native tools reduce the need for manual window resizing, promoting seamless transitions between tasks without full application switching. Third-party applications extend these capabilities with greater customization for advanced window management. For macOS, offers keyboard shortcuts, drag-to-edge snapping, and support for thirds or quarters of the screen, allowing users to organize multiple windows beyond the binary split of native Split View. On Windows, AquaSnap provides docking, stretching, and multi-monitor integration, including features like window transparency and always-on-top options to further streamline layouts. These tools address limitations in built-in features, such as rigid full-screen requirements in macOS, by enabling flexible partitioning on a single display. Common use cases include editing documents while referencing source materials, such as drafting reports alongside spreadsheets, or managing correspondence next to views for scheduling. In or administrative tasks, split screens allow real-time comparison of across apps, minimizing disruptions from alt-tabbing. Productivity studies on multiple physical displays, which expand workspace similarly to split screen but with greater , demonstrate benefits such as reduced switches and clicks, with 32 of 34 participants preferring such arrangements. snapping techniques, like those in split screen tools, have been shown to decrease task completion times by 1-2.5 seconds per reference in multitasking scenarios, particularly with increasing counts. Broader on large or multiple displays indicates efficiency gains of 9-42% in tasks due to reduced context switching and fewer management actions, with split screen on single monitors providing comparable though potentially more limited effects.

In Media and Creative Software

In , split screen functionality often manifests as dual timelines or monitors that juxtapose source footage against the edited sequence, facilitating precise comparisons and adjustments. For instance, features Source and Program Monitors displayed side by side, where the Source Monitor previews raw clips and the Program Monitor shows the assembled timeline, allowing editors to scrub through footage while verifying cuts and transitions in real time. Similarly, Apple Final Cut Pro includes dual viewers designed for matching action between source material and the edited timeline, enabling seamless synchronization of clips during assembly. Audio editing tools like Audacity employ split screen views to separate and compare s, particularly when dividing stereo tracks into individual left and right channels for targeted modifications. This displays two distinct tracks panned oppositely, permitting editors to analyze and edit each channel independently while maintaining stereo balance. In design software such as , canvas divisions support before-and-after comparisons through dual document windows or snapshot-based views, where one pane shows the original image and the other the modified version, aiding in iterative refinements without losing the initial state. Mobile adaptations extend these capabilities to on-device editing via apps like CapCut on Android and , which incorporate split views to layer and align multiple video clips side by side within the editing interface, streamlining the creation of comparative or multi-angle content directly on smartphones. These split screen implementations in media and creative software provide key benefits, such as real-time previewing of effects across divided sections, which enhances of audio-visual elements and accelerates workflow efficiency by allowing immediate visual feedback during edits.

Historical Development

Early Origins

The roots of split screen technology trace back to the , when experiments with cathode-ray tube (CRT) displays in oscilloscopes explored methods for dividing the screen to handle multiple signals. At , engineer Robert H. Anderson invented the split-screen storage tube in 1966, which used a simple scratch across the backing plate to isolate two independent display areas on a single CRT, enabling simultaneous viewing of distinct waveforms without interference. This bistable storage approach, demonstrated to company co-founder Howard Vollum, represented an early prerequisite for multi-signal visualization and influenced subsequent display innovations in scientific and computing applications. By the 1970s, split screen concepts transitioned into early digital computing through mainframe systems and multi-user terminals. The PLATO IV system, launched in 1972 at the University of Illinois, pioneered screen sharing for collaborative interactions; programmer Doug Brown developed , a chat tool that divided the display into sections for multiple users to type messages in real-time, fostering the first online communities and boosting system adoption. Mainframe terminals, such as IBM's 3270 series introduced in 1971, supported character-based interfaces where software could partition the screen into multiple fields for and display, enabling efficient operator multitasking in business environments like banking and inventory management. In the arcade and early console space, split screen emerged as a solution for local multiplayer during the late 1970s and 1980s. Kee Games' Drag Race (1977), an Atari subsidiary title, implemented a vertical split to show two racers side-by-side on a shared CRT, allowing competitive without alternating turns and setting a precedent for simultaneous dual-player views. This approach influenced later games like Atari's Gauntlet (1985), which supported up to four players on a unified screen for crawling.

Evolution in Digital Computing

The 1990s marked a pivotal era in personal with the widespread adoption of multitasking operating systems, where split screen concepts emerged through windowed applications and early gaming adaptations. Microsoft's , released in 1995, introduced preemptive multitasking that enabled multiple programs to run concurrently in resizable windows, facilitating basic side-by-side viewing on a single display and boosting productivity during the PC boom. In gaming, id Software's Doom (1993) saw community-driven source port modifications that added splitscreen multiplayer support for up to four players on one PC, dividing the display to simulate local co-op without networking. These developments highlighted split screen's role in resource-constrained environments, bridging single-user productivity and shared entertainment. The 2000s extended split screen innovations to mobile and console platforms amid rising portability and high-definition graphics. Nintendo's DS handheld, launched in 2004, pioneered dual physical screens—one touch-enabled and the other display-only—enabling simultaneous views for gameplay elements like maps and actions, which influenced hybrid computing interfaces. On consoles, Microsoft's Xbox 360, introduced in 2005, supported HD split screen in titles such as Gears of War (2006), where 720p visuals were rendered across divided screens for two-player co-op, leveraging improved GPU capabilities for smoother local multiplayer experiences. From the onward, operating systems incorporated native split screen for enhanced multitasking, while gaming trends shifted due to hardware demands. Apple's , released in 2015, debuted Split View on devices, allowing two apps to run side-by-side in resizable panes with independent interactions, optimizing tablet workflows for productivity. In gaming, however, split screen declined as 4K resolutions became standard, requiring consoles and PCs to render ultra-high-definition scenes; dividing the screen effectively doubles rendering load, often reducing frame rates below 30 FPS or forcing resolution downgrades, leading developers to prioritize online multiplayer instead.

References

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