![]() ![]() The coordination problem is commonly seen in games that (mainly) use CRT as output devices (including some ported game that had their original release in the period when CRTs were the dominant display device). ![]() ![]() In some games there is not even a "accurate" aspect ratio even just in the level/stage scene: no matter how player adjust it, there will always be distorted things displayed f.e. Having said that, the "accurate" aspect ratio only applicable to its level/stage scene, some parts in the menu UI are still distorted. original version), however the pixel ratio of the PS2 version is 20:14. the "accurate" aspect ratio of Metal Slug 3 is 19:14 (same as its Arcade i.e. Because of the "accurate" aspect ratio (like sth that should be square/circle is not displayed as oblong) of some games is neither 4:3 nor pixel ratio f.e. In these cases you might ask "why not just stick with 4:3 stretch?" and it's simply because finding a multiple of 640x480 that's evenly divisible by a resolution of for example 512x448 results in something like 17920x13440, which definitely doesn't fit in a 4k screen, and the goal is to have pixels scaled and stretched by integer amounts and thus ratios that are/or around 10:7 fit my screen just right This would also allow to adjust for cases where the framebuffer is adjusted in odd waysĪn example would be a game that has a constant display of 512x447, in which case it's desirable to scale 640 x4 (as it's the minimum power for 640 to be evenly divisible by 512) while simply scaling 447 x4 Going from 640x224 to 640x448, and then scaling it by an integer amount until the window fits comfortably within my 4k display This is something I use pretty much every time I switch games in wxWidgets PCSX2 and the one thing that's holding me back from using Qt, and it's implementation (especially as a per-game setting) would be enough for me to switch from wxWidgets to Qt ExamplesĪs mentioned in the reasons, this would allow 240p games to be scaled to a more presentable window size It's different from Qt's Integer Scaling mode, which only scales by a factor of the framebuffer and can't cover cases such as 240p games being vertically squished (e.g 640x224, where a factor of 640x448 is much more desirable) Presumably as an additional option in the On-screen Display settings, allows the OSD to be scaled to a custom size (and would be a godsend as a per-game setting) Reasonįor me, this would be easier for inputting a precise ratio while being able to factor in various edge casesĪs a primarily windowed mode player with a degree of OCD, the practical reason is to define a custom size and pair it with Fit to Window/Screen, allowing me to effectively adjust the OSD where the pixels are all evenly scaled by an integer so stretching doesn't produce any odd lines Allow users to define a custom OSD display size, a feature present in the wxWidgets version of PCSX2 ![]()
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