Zeus wrote:It won't. If you set Resolution=By app in configurator you will get what you set in the game i.e:
-if you set 1280x1024 you will get 1280x1024
-if you set 640x400 you will get 640x400 (if available) or 1280x800 (if not available)
Thanks, got it now.
Zeus wrote:Nobody connects latest GeForce/Radeon series to a 15-years old monitors and older GPU series support <640x480 resolutions just fine
I'm connecting hardware that's kind of in the middle, not too old, not too new.
Zeus wrote:Every Glide game can render natively in 4:3 resolution (there are no Glide games that support 5:4 or 16:10 exclusively). So what's the point of setting a non 4:3 resolution if you plan to play it on a 4:3 screen? This doesn't make any sense.
That was explained in my third post, but let me rephrase it just to clear it up a lil bit.
In order to properly display an image, you first need to know what the aspect ratio of the image is plus the aspect ratio of the monitor it was designed to be displayed on.
Let's make it, again, a 640x400 image (3:2) designed on a 4:3 CRT monitor and therefore intended to be displayed on 4:3 monitors, which means, the 3:2 image covering the whole 4:3 screen, no black bars (but more visible scanlines instead)
Normally you'd automatically have that 3:2 image stretched to 4:3 on a CRT as the timings on older video cards and the flexibility of CRT monitors allowed for that.
Now, imagine you're using an older 14-inch monitor that looks and performs at it's best when set to 640x480, and the video card itself, being rather modern, won't switch to anything below 640x480, but wait! the game, having a native 3:2 image (non-square pixels) intended to be displayed fullscreen on a 4:3 monitor, would have to be upscaled to 4:3 by nGlide (thus introducing extra lines which can mess up huds, menus and what have you) because 640x480 is the closest match in this scenario. What to do you do then to prevent such a thing? apparently you can't right now, because you would have to have nGlide display a 640x400 image on a 640x480 display mode, so that you can fiddle with the vertical timing controls on the monitor itself and manually stretch the visible image to 4:3, and only then would it be displayed in the proper aspect ratio WITHOUT the error that would have come along with letting nGlide upscale the image, making some lines thicker than others as opposed to what the monitor does, which is, evenly stretch the image, all lines retaining an even thickness.
You see, I'm using an old monitor connected to a relatively modern machine in order to get the a good FPS while retaining the original looks, so the monitor will do about 640x480, but the video card won't handle anything lower than that, so being able to set the game's resolution to 640x400 and the display mode to 640x480, takes care of it all as explained above, because upscaling in software does indeed introduce error, unless you can make the output image big enough so that the extra lines won't distort it. E.g. 320x200 (3:2) being upscaled to 1600x1200 (4:3), Now imagine doing that for 640x400...
Hope that didn't confuse you even further
Again, I'm like the only person around that does actually benefit from such an unusual setup, so it's that kind of feature that's either very easily implemented or discarded right away, because it simply doesn't have a legitimate use for the developer himself and likely most of the nGlide user base as well.