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How is nGlide upscaling 2D elements?

Posted: Fri Sep 06, 2013 12:32 am
by KynikossDragonn
Forgive me if someone asked this before but I'm really curious how your wrapper determines what's 2-D and how to upscale it in relation to the desired resolution the user set's in the configurator.

Because this seems to be the only way to play Unreal engine games in high-res without a painfully small HUD to deal with.

Re: How is nGlide upscaling 2D elements?

Posted: Fri Sep 06, 2013 9:49 pm
by Zeus
KynikossDragonn wrote:Forgive me if someone asked this before but I'm really curious how your wrapper determines what's 2-D and how to upscale it in relation to the desired resolution the user set's in the configurator

It doesn't. There is no distinction between 2D and 3D elements, everything is scaled by the same factor.

KynikossDragonn wrote:Because this seems to be the only way to play Unreal engine games in high-res without a painfully small HUD to deal with.

The game (in contrast to nGlide) scales only the scene. Size of the HUD remains the same. If you double the internal resolution, the HUD will be relatively two times smaller.

Re: How is nGlide upscaling 2D elements?

Posted: Fri Sep 06, 2013 10:22 pm
by KynikossDragonn
Oh I finally get it now, after using zeckensack's wrapper to trick Unreal to 1680x1050 "natively" then going back to your wrapper with the game set to 640x480 but resolution set "By desktop", I can see how it's the actual scene being scaled to what I want. Regardless though, it's really useful how your wrapper scales things because old games like this have painfully small hud elements that don't fare so well on even 1024x768...

Also thank you so much for fixing those bugs with the locks in Unreal, it's refreshing getting to play the classical version without patches and seeing the hilarity of "CurvedSurfaces" set to true which got permanently disabled somewhere down the line. (and never... ever re-enabled again...)