![]() ![]() Sometimes in some cutscenes or UI elements you will have some part of scene cut or opposite - shown what supposed to be hidden, like some clipping or characters that appears outside of screenspace at some point but was waiting a scripto to make them move right behind your screen.įOV could be screwed up all way around it could be zoomed in or out dependin on how devs calculated it. Games could jump to different aspect ratio in various scenarios. Most of games with problems like that will have vertically stretched UI and prerendered cutscenes, forced letterboxes or even pillarboxes in cutscenes, sometimes UI will be cut at sides as it will be rendered in virtual 16:9 space which is wider than 16:10, sometimes instead of perfect aligne into corners of 16:9 you will have ui shifted vertically towards centter and you will have weird empty spaces above and bellow. ![]() This is why EDID editing was necessary as well as termination of any 16:10 resolution above native resolution and why native resolution was need to be set at 16:9 ratio, to make sure that games that uses NATIVE and MAXIMUM resolutions both getting 16:9 resolution and does all the calculations right. So even if you choose 1280x720 in game and your native display resolution is 1280x800 many games would asume you have 16:10 aspect ratio and all of their internal calculations of UI, for 3D scenes, for 2D overlays such as CGI prerendered cutscenes, for letter or pillar boxes (which games should really stop to use !!!), for frame buffer effects and even for FOV!!! Well, maybe games, if you did not know, use NATIVE RESOLUTION or MAXIMUM AVAILABLE RESOLUTION to asume aspect ratio of display! Yes its stupid idea and its a mistake made by stupid programmers, who should have used only current resoluion to asume aspect ratior of display, yet you cant imagine how many of programmers did this mistake and how many of AAA games suffered from this! ![]() You may wonder why selection of 16:9 resolution was not a solution? I had to delete all the 16:10 resolutions from EDID and had to set custome native resolution of 1680x945 instead of 1680x1050. Many games and not some indies but major AAA games like Need For Speed, Metro, GTA and so on has problems on displays with native and maximal available resolution from EDID other than 16:9! And to solve this problem i had to use EDID editor (gladly Windows allows to use cached EDID so you can edito a copy take from display and use it instead of one from display ROM, not sure linux and steam OS allows and not sure that EDID editors i used on windows exist on linux) to turn my 16:10 display virtually into 16:9 at the cost of unused and letterboxed 1\10 of screenspace with shift towards upper part of screen. and i know what a painful expirience 16:10 was! SInce shift from 4:3 to 16:9 from around 2005 year wast majority of DISPLAYS, movies and games was made with 16:9 aspect ratio, devices with 16:10 aspect was not very popular and for this reason wast majority of games was designed for 16:9 without any tests for 16:10.Īnd i was unlucky guy who from 2005 up to about 2015 used 16:10 display. 16:9 is most common standard for game, movie and tv industry (except for those pretentions freaks who loves to make movies in ugly 21:9 super wide format, and except for mobile phone freaks that use camera and button space for display and ruined 16:9 aspect ratio standard and also screwed up many games that used to be designed for 16:9 ) for around 15 years. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |