If I select "preserve original" in aspect ratio and resolution equal or inferior to my native resolution, this parameter works well. Even if I select 2560x1440 in nfs5, with this parameter, game stay in 4/3.
But if I select a resolution superior to my native resolution (for example : 7680x4320 and my native resolution is 2560x1440), this parameter doesn't work. The display is stretched (16/9 instead of 4/3) even if preserve original is turn on.
In dgvoodoo2, this problem doesn't occurs.
problem with aspect ratio and resolution.
Re: problem with aspect ratio and resolution.
Of course it won't work. Your monitor needs to support selected resolution, otherwise nGlide will try to recover and use lower supported 4:3 resolution.willow31 wrote:But if I select a resolution superior to my native resolution (for example : 7680x4320 and my native resolution is 2560x1440), this parameter doesn't work
Re: problem with aspect ratio and resolution.
Although with dgvoodoo2 and scaling option centered, even with resolution superior to my native resolution aspect ratio stay 4/3.Zeus wrote:Of course it won't work. Your monitor needs to support selected resolution, otherwise nGlide will try to recover and use lower supported 4:3 resolution.willow31 wrote:But if I select a resolution superior to my native resolution (for example : 7680x4320 and my native resolution is 2560x1440), this parameter doesn't work
Re: problem with aspect ratio and resolution.
I may change the behavior and include aspect ratio setting while recovering from unsupported display modes, but that still doesn't change a fact you should never configure nGlide this way.
Re: problem with aspect ratio and resolution.
Why?Zeus wrote:I may change the behavior and include aspect ratio setting while recovering from unsupported display modes, but that still doesn't change a fact you should never configure nGlide this way.
it allow to upscale and downscale like SSAA or DSR (with nvidia driver), not? it's like a natural antialiasing.
Re: problem with aspect ratio and resolution.
No, super resolutions aren't possible to implement independently in Glide API games i.e. without modifying game code/renderer.
A resolution selected in nGlide configurator is the output (final) resolution. Internal resolution is selected in game menu/options (usually 640x480).
To be able to "DSR" a game you would have to select 7680x4320 internally and 2560x1440 in nGlide configurator. The problem is Glide API never supported anything higher than 1600x1200.
There are only 2 titles (Undying and Need For Speed 3) where fans were able to remove Glide API resolution limit with necessary patches.
For 99% of other Glide games the only way to "DSR/VSR" them is to use nVidia/AMD panel, but then you need to be aware what new resolutions have been added to the system after enabling the feature. They are usually multiplies of a native resolution, e.g. a resolution like 8K (7680x4320) won't be available on a WQHD monitor. Otherwise nGlide would keep the aspect ratio.
A resolution selected in nGlide configurator is the output (final) resolution. Internal resolution is selected in game menu/options (usually 640x480).
To be able to "DSR" a game you would have to select 7680x4320 internally and 2560x1440 in nGlide configurator. The problem is Glide API never supported anything higher than 1600x1200.
There are only 2 titles (Undying and Need For Speed 3) where fans were able to remove Glide API resolution limit with necessary patches.
For 99% of other Glide games the only way to "DSR/VSR" them is to use nVidia/AMD panel, but then you need to be aware what new resolutions have been added to the system after enabling the feature. They are usually multiplies of a native resolution, e.g. a resolution like 8K (7680x4320) won't be available on a WQHD monitor. Otherwise nGlide would keep the aspect ratio.