Separate types of vid_scale_custompixelaspect

Moderator: GZDoom Developers

Post Reply
User avatar
Ihavequestions
Posts: 163
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Separate types of vid_scale_custompixelaspect

Post by Ihavequestions »

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.
User avatar
Rachael
Posts: 13562
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Separate types of vid_scale_custompixelaspect

Post by Rachael »

Currently the limitations of this feature do not allow for something like this.
User avatar
Ihavequestions
Posts: 163
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Re: Separate types of vid_scale_custompixelaspect

Post by Ihavequestions »

Wouldn't it be possible to introduce separate vertical and horizontal scaling for hud and menus instead, without touching the actual scene rendering?
User avatar
Rachael
Posts: 13562
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Separate types of vid_scale_custompixelaspect

Post by Rachael »

No, that is exactly what isn't possible. The scene and UI rendering are a pair, they currently cannot be detached.
User avatar
Ihavequestions
Posts: 163
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Re: Separate types of vid_scale_custompixelaspect

Post by Ihavequestions »

I see. Thanks.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”