Widescreen Resolutions with Aspect Ratio Correction

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Zeus
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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby Zeus » Mon Oct 18, 2010 11:15 am

Yes, it is possible, but it's unreasonable. Stretching 4:3 games to 16:9 is just too much.
The best setting for your monitor without losing image quality is to use 1440x900 (16:10 aspect ratio).
Two small 80pix black bars on the left and right side of monitor don't harm too much and it keeps aspect ratio close with original 4:3.

If you need, read this article too:
http://www.widescreengamingforum.com/wi ... rboxing%29

jbrowne
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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby jbrowne » Fri Oct 22, 2010 6:19 pm

Zeus wrote:Yes, it is possible, but it's unreasonable. Stretching 4:3 games to 16:9 is just too much.
The best setting for your monitor without losing image quality is to use 1440x900 (16:10 aspect ratio).
Two small 80pix black bars on the left and right side of monitor don't harm too much and it keeps aspect ratio close with original 4:3.
I

Quick related question -
800x600 stretched to 1920x1200 ok [4:3 -> 16:10 ]
800x600 stretched to 1920x1080 not recommended? [4:3 -> 16:9 ]
Is this due to making the image distorted (fatter or thinner) or loss of detail?
thx

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Zeus
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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby Zeus » Mon Oct 25, 2010 12:41 pm

800x600 stretched to 1920x1200 ok [4:3 -> 16:10 ]
800x600 stretched to 1920x1080 not recommended? [4:3 -> 16:9 ]


Those numbers may not differ too much on first sight, but if you look closely all about is not width or height but aspect ratio and it's changing drastically. 1920 / 1200 = 1.6 (games are stretched from 1.33 to 1.6) and 1920 / 1080 = 1.77 ! (it's almost twice stretched than in 16:10). It's obvious that is too fat and almost unplayable.

If you have widescreen monitor always choose resolution closest to your native basing on 'height' dimension.
Some examples:
-1366x768 => 1024x768
-1600x900 => 1440x900
-1920x1080 => 1440x1080 / 1728x1080 (you may need to create it as custom resolution in your driver's panel).

One thing that I could add in the future is to allow user to change aspect ratio (4:3 or 16:10) as you proposed or automatically render in 4:3 for non 4:3 resolutions or render in 16:10 for 16:9 resolutions. Rendering in 16:9 is not an option as mentioned above.

jbrowne
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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby jbrowne » Wed Oct 27, 2010 5:40 pm

Thanks for the excellent explaination!

Having the options below seems to cover all the possibilites
These could be grayed out, unless at 16:9 display is detected.
- auto render in 4:3 for 16:9 display
- auto render in 16:10 for 16:9 display

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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby Zeus » Wed Oct 27, 2010 9:54 pm

After some thoughts I think the most reasonable solution would be rendering game screen part in 4:3 for all non 4:3 resolutions because ALL glide games are originally 4:3.

What I mean is to enable support for all resolutions (4:3, 5:4, 16:10, 16:9) but keep 4:3 for all resolutions.
For example if you select 1920x1080 (16:9) the screen will be divided into 3 columns:
- left black pillar (242 x 1080) => it's about 12% of full screen width, so it's not such big after all
- game screen (1436 x 1080) => which is 4:3, so no more distortions and it's original aspect
- and right black pillar (242 x 1080)

example 2)
if you select 1440x900 (16:10) the screen will be divided into 3 columns:
- left black pillar (121 x 900) => smaller pillar percentage than in 16:9 cause it's 16:10
- game screen (1198 x 900) => which is 4:3, no more distortions
- and right black pillar (121 x 900) => smaller pillar percentage than in 16:9 cause it's 16:10

example 3)
if you select 1280x960 (4:3) the screen will be divided into 3 columns:
- left black pillar (0 x 1080) => no pillar cause it's already 4:3
- game screen (1280 x 960) => which is 4:3
- and right black pillar (0 x 1080) => no pillar cause it's already 4:3

This solution is implemented with most emulators, 4:3 xbox games displayed on widescreen lcd's etc. Height dimension is always covered by 100% but coverage of width dimension depends how much screen is wide. I think it's better than stretching to 16:10 only for 16:9 resolutions. It would be strange that aspect ratio is distorted only for 16:9 resolutions but for others not. What do you think?

Finally, adding support for widescreen monitors when you have 4:3 games is nothing new. We have two choices: flatten images or above solution which is most popular but this doesn't cover whole screen space for some cases.

Of couse the best would be playing in 4:3 on 16:9 monitors without black bars as '3dfxer' proposed but unfortunatelly this is not possible. We cannot re-program all glide games written 10-years ago.

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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby jbrowne » Thu Oct 28, 2010 1:50 pm

The approach outlined above, using black borders, sounds good.

Realworld usecase I have with diablo 2.

In example 2 - 16:10 display
- Lets say I run diablo 2 at 800x600 (in game)
- nglide is set to 1900x1200 (native resolution of montitor)
- Game looks fine, as nglide currently displays the full game, on the entire screen at 1900x1200.

So, perhaps for widscreen displays, there is the following, full screen options:
- use L+R black borders to maintain original game aspect ratio (recommended)
- Stretch to native maximum resolution (not recommended) - not available for 16:9 displays

I think it's better than stretching to 16:10 only for 16:9 resolutions. It would be strange that aspect ratio is distorted only for 16:9 resolutions but for others not. What do you think?

Agreed. Borders are a better (and less confusing) solution.

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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby Zeus » Fri Oct 29, 2010 3:25 pm

Because most people prefer playing in 16:10 on 16:9 monitors and in 16:10 on 16:10 monitors, playing in 4:3 for all resolutions seems not best after all.

Here's what I will do:
- if user selects 16:9 resolution (more than 16:10) - games will be rendered in 16:10 with black pillars,
- if user selects 16:10, 5:4, 4:3 resolution (lower or equal 16:10) - games will be stretched to entire screen.

EDIT: I've changed my mind. Aspect ratio will be selectable in configurator (original 4:3 or image fitted to entire screen).

jbrowne
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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby jbrowne » Fri Oct 29, 2010 5:13 pm

Here's what I will do:
- if user selects 16:9 resolution (more than 16:10) - games will be rendered in 16:10 with black pillars,
- if user selects 16:10, 5:4, 3:4 resolution (lower or equal 16:10) - games will be stretched to entire screen.

Sounds good. Thanks for taking the time to consider all the options - much appreciated.

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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby WhiteMagicRaven » Mon Dec 20, 2010 2:53 pm

I have notebook with nvidia video card and my monitor can show 1366 x 768 as maximum resolution, but in nglide configuration i cant choose this resolution

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Re: Widescreen Resolutions with Aspect Ratio Correction

Postby Zeus » Tue Feb 22, 2011 12:33 pm

Grab nGlide 0.95. Now it supports widescreen 16:9 resolutions.


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