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#ActualBaneTrapper

Posted 09 November 2012 - 09:39 AM

What FLeblanc and I mean when we say "native resolution" is that every LCD monitor has a recommended resolution, dependent upon the monitor's size and quality. Using this recommended resolution means that there is a 1:1 correspondence between a "logical pixel" (what resides in the frame buffer) and a physical pixel (the actual bit of screen hardware that displays a pretty color). Choosing a resolution that is not the recommended resolution means that logical pixels can be spread across multiple physical pixels, resulting in blurring and shimmering artifacts as the picture moves.

I understand what you are trying to tell me.

By default, a game should detect optimal resolution by default (going with a user's current desktop resolution is probably best, since it will usually be the optimal setting) but present a dropdown box of alternative, allowable modes they can choose from if they have performance problems or other personal reasons to switch. But my personal opinion is that you shouldn't force a player to a non-optimal fullscreen resolution by default, and any game that does is likely to earn my ire.

But i got no clue how to set this one up, I am supposed to make a new code for each resolution?
1024x768 vs 1280x1024. Each resolution needs it own code, at 1024x768 my sprite needs to move 10,24 pixels per sec, at 1280x1024 my sprite needs to move 12,80 pixels per second to pass the same distance...
Or em i missing something big?
Any tutorials on this subject, how to set it up?



EDIT : After a long day i figured out something simple to break this. Thanks on help all.

#1BaneTrapper

Posted 08 November 2012 - 08:07 AM

What FLeblanc and I mean when we say "native resolution" is that every LCD monitor has a recommended resolution, dependent upon the monitor's size and quality. Using this recommended resolution means that there is a 1:1 correspondence between a "logical pixel" (what resides in the frame buffer) and a physical pixel (the actual bit of screen hardware that displays a pretty color). Choosing a resolution that is not the recommended resolution means that logical pixels can be spread across multiple physical pixels, resulting in blurring and shimmering artifacts as the picture moves.

I understand what you are trying to tell me.

By default, a game should detect optimal resolution by default (going with a user's current desktop resolution is probably best, since it will usually be the optimal setting) but present a dropdown box of alternative, allowable modes they can choose from if they have performance problems or other personal reasons to switch. But my personal opinion is that you shouldn't force a player to a non-optimal fullscreen resolution by default, and any game that does is likely to earn my ire.

But i got no clue how to set this one up, I am supposed to make a new code for each resolution?
1024x768 vs 1280x1024. Each resolution needs it own code, at 1024x768 my sprite needs to move 10,24 pixels per sec, at 1280x1024 my sprite needs to move 12,80 pixels per second to pass the same distance...
Or em i missing something big?
Any tutorials on this subject, how to set it up?

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