[modern branch] Resolution selector

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Re: [modern branch] Resolution selector

by Rachael » Thu Aug 02, 2018 7:24 am

Ah, yes, I forgot to mark this topic.

Anyway, I want to note for both Graf and _mental_, this is not yet final, and if either of you have any ideas of how this should be improved I am open to suggestions.

There is one thing I wanted to do, but was unable to do because of the backend support it would require - and that was to add a "Maximized" version, where it would use the scaling but apply it to a maximized window.

Another thing I think it could benefit from is showing the contents of "vid_showcurrentscaling" directly inside that menu, somehow, if that is possible.

I should've exported the strings to the language file - and am working on that now. That was just a lapse in attention that I forgot to do that. (done, now)

Re: [modern branch] Resolution selector

by Caligari87 » Thu Aug 02, 2018 7:09 am

Rachael stepped in and built a much more comprehensive solution on-top of my naive menudef implementation, and as of an hour ago it was merged into GZDoom, so this can probably be considered [Added].

8-)

Re: [modern branch] Resolution selector

by Kinsie » Wed Aug 01, 2018 11:14 pm

Graf Zahl wrote:All that is missing here is menu intergration
Looks like Caligari87 is attempting to bridge that gap himself.

Re: [modern branch] Resolution selector

by Graf Zahl » Wed Aug 01, 2018 2:19 am

You already have the vid_setsize CCMD. All that is missing here is menu intergration

Re: [modern branch] Resolution selector

by Kinsie » Wed Aug 01, 2018 2:16 am

Graf Zahl wrote:Regarding windowed rendering, yes, setting the window size should be exposed to the menu in future versions.
Should be, but the now-or-never language used in the OP tells me it's gone the way of headphone jacks and function keys.

Re: [modern branch] Resolution selector

by Graf Zahl » Wed Aug 01, 2018 1:38 am

The widget would be two edit fields plus an Apply button. No need to hide it in fullscreen if properly explained.

A fixed list of predefined sizes makes absolutely no sense, because like in fullscreen, it implies something that no longer limits the available options.

Re: [modern branch] Resolution selector

by Nash » Wed Aug 01, 2018 1:31 am

Make said window size widget only appear if "fullscreen" is turned off. If the game is full screen, the widget disappears.

Re: [modern branch] Resolution selector

by Graf Zahl » Wed Aug 01, 2018 1:21 am

Let's be clear. For fullscreen mode, a "resolution selector" really makes no sense because it implies something that no longer exists. All it provides is a way too easy way to set up screen buffer sizes that upscale badly to the actual display. For example, why would you set an 800x600 resolution on a full HD display? Setting an aspect ratio of 4:3 and then a scale of 0.5 gives you 720x540, which, while a bit less, scales a lot better to the actual display than selecting 800x600, which you would do because it's a size you know and on paper looks better than 720x540.

But as with many other obsolete concepts, there will always be some people who have problems to let go of things they know and adjust to more adequate ways of doing stuff.
Regarding windowed rendering, yes, setting the window size should be exposed to the menu in future versions.

On the other hand: Have you seen the uproar? It was really just a handful of people creating a ruckus over this.

Re: [modern branch] Resolution selector

by Kinsie » Tue Jul 31, 2018 4:38 pm

Rachael wrote:This should be done before the next release, if it is done at all.
So I guess this is never happening, huh.

Personally I think we shouldn't have released a stable build without a basic feature that in every single PC game since 1995 (non-bad Japanese Console Port division), but I guess I'm just not a brave, Apple-esque innovator.

Re: [modern branch] Resolution selector

by Pixel Eater » Sun Jul 22, 2018 3:09 pm

GFD wrote:Edit: for more convenience features and options, you could add a "Lock to aspect ratio" option to the ratio options. This would restrict window resizing to only resize to the forced aspect ratio, and automatically adjust the render/window width or height when the user edits the other option, again to maintain the forced aspect ratio.
I like this idea :wub:

Maybe also have a snap to screen center option?

Re: [modern branch] Resolution selector

by GFD » Sun Jul 22, 2018 9:50 am

I had some thoughts on UI for this when thinking of a menu redesign, but it seems like a good idea to revisit those thoughts here for the current menu layout in light of this change having been implemented recently.

The current system is pretty awkward, with scaling methods and specific resolution options being stuck in the same option, and not enough options in general. Here are my thoughts on how this menu should be laid out:
  • "Render mode" as it is.
  • "Fullscreen" as it is.
  • "Monitor selection", with settings in the format "n [WidthxHeight] (Primary)", listed from left to right (and top to bottom, if multiple monitors have the same X coordinate).
  • "Force aspect ratio" as it is.
  • "Forced ratio style" as it is.
  • Blank line for separation.
  • "Resolution scaling", with settings of "None", "Factor", and "Custom size".
  • "Upscaling type", with settings of "Nearest" and "Linear".
  • "Scale factor" slider, which could be greyed out when "Resolution scaling" isn't "Factor".
  • NumberField options for "Render width" and "Render height", which could be greyed out when "Resolution scaling" isn't "Custom size".
  • Blank line for separation.
  • Another two NumberField options for "Window width" and "Window height".
The "Monitor selection" option isn't as crucial if GZDoom's behaviour can be changed to fullscreen on whatever monitor the window is currently on, but as it is it's very cumbersome to still have to use console commands for this.
Any sort of pre-populated list for width/height settings seems pointless when there are no longer limitations on what can be used here.
Window dimensions should be exposed because some users will always want this, even if just to satisfy their OCD (this includes me).

Edit: for more convenience features and options, you could add a "Lock to aspect ratio" option to the ratio options. This would restrict window resizing to only resize to the forced aspect ratio, and automatically adjust the render/window width or height when the user edits the other option, again to maintain the forced aspect ratio.

Re: [modern branch] Resolution selector

by Marisa the Magician » Sat Jul 21, 2018 4:34 pm

I've sent in a PR for vid_setsize support on the SDL backend.

Edit: By the way, since we've shifted to "use desktop resolution for fullscreen", maybe we could expand the virtual resolution scaling feature to allow for setting arbitrary resolutions? As in not just 320x200, 640x400 and 1280x800?

Re: [modern branch] Resolution selector

by Graf Zahl » Sat Jul 21, 2018 12:52 pm

Not yet. There's still a small problem with doing this in fullscreen mode.

Re: [modern branch] Resolution selector

by _mental_ » Sat Jul 21, 2018 12:51 pm

Didn't you forget to push it? Because I see no such change.

Re: [modern branch] Resolution selector

by Graf Zahl » Sat Jul 21, 2018 12:36 pm

vid_setsize CCMD added. It works on Windows but still needs implementation on the other platforms.

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