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Dynamic resolution support #328
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(useful for full-level recordings where original behavior is desired)
This makes them act more like generators, which have always had this behavior.
(Somehow, the enter/exit fullscreen on the old multires branch is much more reliable at least on my system. Not sure why though...)
Thinking about best ways to handle case where section bounds change during splitscreen, and splitscreen is maintained.....
We need to ensure that the number of frames matches exactly in compat mode.
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I do personally think higher resolutions should be supported, since 4K and 8K displays are a thing now days and it's always nice to be able to take advantage of the hardware you have. Though admittedly I have a 4K screen I run at 1080p because that's just asking a bit too much of my poor 1050ti when it comes to gaming. I unfortunately don't have any exotic resolution hardware to test the game on. |
So, @Wohlstand built good scaling code and I've added integer scaling as an option. You'll certainly be able to run the game at 4K display resolution. (Even with integer scaling! It's 3x720p.) The question is whether the game's internal resolution should be able to be set above 1728x720. You can experiment by setting |
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Could we have an option to have the window size fixed (except for dynamic), and automatically adjust to the res selection? EDIT: Also, some codes to change resolutions on the fly would be convenient:
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This reverts commit 7b784f2.

I've had these features backported for a while. Now is a good time to begin testing and discussing, since they're now based on the main branch rather than another PR.
Some areas I think may have things to discuss:
inifiles for the new world map border and backdrop assets are correctly loaded.I'm sure there are also other suggestions or bugs that I haven't mentioned here. I'm looking forward to hearing lots of feedback.