I just now found that the "the end" text at the end of Doom's bunny scroller has a similar (and probably the same) problem: it looks right at 16:9 and narrower, but at any wider aspect ratio it gets stretched. And as with the status bar, the wider the aspect ratio is, the more the text gets stretched--and at insanely wide ratios, the text gets wider than the (vanilla) background image! This happens regardless of the aspect ratio of the background image; only the screen aspect ratio matters.
The difference here is that there is no option (that I'm aware of) to adjust the scaling of that text.
[GZDoom] Retro HUD got stretched if over 16:9 ratio
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Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Did you tried it with the Widescreen graphics included in the latest GZDoom?Yarn366 wrote:I just now found that the "the end" text at the end of Doom's bunny scroller has a similar (and probably the same) problem: it looks right at 16:9 and narrower, but at any wider aspect ratio it gets stretched.
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Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Now it looks correct but i can't test higher aspect ratios anyway.Yarn366 wrote:Does it still look stretched if you enable HUD Options -> Scaling Options -> HUD preserves aspect ratio?
Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Yes I did, and the behavior is exactly the same.Trimint123 wrote:Did you tried it with the Widescreen graphics included in the latest GZDoom?Yarn366 wrote:I just now found that the "the end" text at the end of Doom's bunny scroller has a similar (and probably the same) problem: it looks right at 16:9 and narrower, but at any wider aspect ratio it gets stretched.
In Options -> Set video mode, set "Resolution scale" to Normal (to avoid stretching), then set "Force aspect ratio" to 21:9; this should give you a proper 21:9 viewing area (and is sufficient for reproducing this bug). To test custom aspect ratios, first set "Force aspect ratio" to Off (to avoid stretching this time, since "Resolution scale" will change to Custom), then change the "Custom Width" and "Custom Height" values to whatever you want, then select one of the "Apply Changes" options.drfrag wrote:Now it looks correct but i can't test higher aspect ratios anyway.Yarn366 wrote:Does it still look stretched if you enable HUD Options -> Scaling Options -> HUD preserves aspect ratio?
Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio
This should be fixed now in the latest development build (https://devbuilds.drdteam.org/gzdoom/). Trimint123, can you confirm that this is the case for you?
Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Ah, I forgot this topic even existed.
Graphics that are made only for 16:9 monitors will have trouble with the new change, but overall I think it's a better idea than arbitrarily stretching the status bar at 21:9 resolutions. I don't consider it a "fix" though, mostly because the stretching originally was intentional. (For what reason? I don't know) So to me it's a new feature.
Either way, there's absolutely no reason why graphics should be locked at that aspect ratio anymore. GZDoom can be run at pretty much any aspect ratio - even nonsense ones like 100:1 or 1:100. I think it's up to the user to decide "yeah this looks like shit" than the source port placing arbitrary limits on how the graphics can be designed.
Graphics that are made only for 16:9 monitors will have trouble with the new change, but overall I think it's a better idea than arbitrarily stretching the status bar at 21:9 resolutions. I don't consider it a "fix" though, mostly because the stretching originally was intentional. (For what reason? I don't know) So to me it's a new feature.
Either way, there's absolutely no reason why graphics should be locked at that aspect ratio anymore. GZDoom can be run at pretty much any aspect ratio - even nonsense ones like 100:1 or 1:100. I think it's up to the user to decide "yeah this looks like shit" than the source port placing arbitrary limits on how the graphics can be designed.