MT_ wrote:When integer-ratio upscaling is enabled, the renderer (nGlide) automatically calculates the MAXIMUM integer ratio to fill the physical display AS FULLY AS POSSIBLE, whatever the game’s requested resolution i
MT_ wrote:Old games did often switch resolution multiple times during the SAME GAME SESSION: e.g. it could be 320×200 during playing a video intro, 640×480 in menu, and 800×600 during gameplay. The renderer should RECALCULATE the ratio automatically when the game switches the resolution during the game session.
MT_ wrote:3. Each rendered image pixel is represented by a perfect SQUARE group of INTEGER number of SAME-color physical pixels, with NO BLUR. For example, with 1920×1080 (the game’s internal resolution) image on 3840×2160 (4K) display, one image (game’s) pixel would be represented by a group of 4 (2×2) IDENTICAL physical pixels.
Yes, exactly as you described.
MT_ wrote:4. The resulting upscaled image is CENTERED on the screen.
MT_ wrote:5. The REST SPACE (if any) is FILLED-IN WITH BLACK or a custom color specified by the user in nGlide settings.
With black, yes.
MT_ wrote:6. The physical display always receives signal at the display’s NATIVE resolution (e.g. 3840×2160), so that the display’s or GPU’s own BLURRY scaling is NOT applied. Upscaling is SOLELY done by the renderer (nGlide).
You will be able to set any target resolution you want in nGlide configurator. If you set it to "Screen resolution: By desktop" (or "Screen resolution: 3840x2160" if a display is 4K) a display will receive a signal at its native resolution.
MT_ wrote:P.S. Could you explain the point of the integer-ratio upRENDERING that you are planning to implement too?
To give users the ability to play games at much higher resolutions than originally designed, but without HUD/UI/menus distortions that often occur when rendering at non-integer ratios.
It's a "golden mean" between uprendering to a display native resolution and upscaling at integer ratios.
yrbrkfstdspsbl875943 wrote:The old games simply were not designed for the resolutions that we have now-days
I kind of disagree as many old games offered a wide range of resolutions between 640x480 (what we had 20-years ago) and 1600x1200 (pretty much what we have nowadays, 1080p is only 8% higher). But I get what you're trying to say.
yrbrkfstdspsbl875943 wrote:IMHO an old game should be played in a resolution that it was designed for
yrbrkfstdspsbl875943 wrote:You just don't see so many straight lines and sharp edges anymore
yrbrkfstdspsbl875943 wrote:Surely there are people who would disagree with me as well
Will you be surprised if I say you're in 5% minority?
At least that's what my experience says after spending all these years on this forum.
Thankfully with this new addition everyone will be satisfied.