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This will only work if the screen ratio is 16:9, why not using the actual screen resolution instead?
I probably missed something but what was wrong with the original implementation?
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Do you mean the 1.3333 variable? That's a good point, you are correct, it will only work for 16:9.
Also, using the original screen resolution only works when the user chooses the native resolution, it doesn't work when the user chooses a lower resolution.
I will add a method to GlobalPrefs to get the aspect ratio since it can also vary depending on whether the user chooses immersive mode or not.
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That's weird I don't recall having issues with this, let me check again!
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Ok, I'll give you an example of what would happen with the old implementation:
If you chose "720" as your selected resolution, we would render in the video plugin at 960 x 720, which then gets stretched by android to 1920 x 1080.
With the way I have it now, if you choose "720" as your selected resolution, we would render in the video plugin at 1280 x 720 and then stretch in android to 1920 x 1080.
It's a minor visual quality boost when choosing lower resolutions.
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Ok I understand now, btw that's why I initialy defined the resolution option as a pourcentage of the actual game res using a seekbar. Anyway I'm okay with this, we just have to adapt the 1.33 factor to the real screen ratio.
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Ok, I took care of it. Also, I noticed that my solution was broken in portrait mode. I went ahead and fixed that as well.