Separate types of vid_scale_custompixelaspect

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Expand view Topic review: Separate types of vid_scale_custompixelaspect

Re: Separate types of vid_scale_custompixelaspect

by Ihavequestions » Wed Jul 06, 2022 12:50 pm

I see. Thanks.

Re: Separate types of vid_scale_custompixelaspect

by Rachael » Tue Jul 05, 2022 10:25 pm

No, that is exactly what isn't possible. The scene and UI rendering are a pair, they currently cannot be detached.

Re: Separate types of vid_scale_custompixelaspect

by Ihavequestions » Tue Jul 05, 2022 5:37 pm

Wouldn't it be possible to introduce separate vertical and horizontal scaling for hud and menus instead, without touching the actual scene rendering?

Re: Separate types of vid_scale_custompixelaspect

by Rachael » Sun Jul 03, 2022 8:34 pm

Currently the limitations of this feature do not allow for something like this.

Separate types of vid_scale_custompixelaspect

by Ihavequestions » Sun Jul 03, 2022 7:32 pm

After playing around with vid_scale_custompixelaspect a bit, I would like to suggest separating vid_scale_custompixelaspect into two types, one for the scenery, and one for the hud/console/menu/messages, so that the game can be run in, e.g., 1440p with just the scenery rendered in 720p.

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