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Screen sizes issues #79
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Hi, |
yes lets do it ... I draw with dpaint a big circle and measure the pixels on the rendered screen output ... narrow is nearly perfect ... the others are way off |
Nearly perfect, but beheaded ;) |
True. I meant the aspect ratio 😬. We will have to adapt them all 🙈 |
Good luck ! ;) And thanks... |
the current calculation of display area is completely wrong 😬... not only the cut out of screen buffer ... but also the later scaling of the output canvas ... I found that it still has fixed values 🙈brought over from the vc64web ... embarassing 😱... expect this to be corrected very soon !! 😎 |
Excellent, thanks ! Yes I always thought something was wrong... :) |
new version with corrected aspect ratios is pushed out... what was curios while correcting this is that the aspect ratio was not 4:3 as some sites claim said but for PAL it is 5/4 when having quadratic pixels as this site said http://coppershade.org/articles/More!/Topics/Correct_Amiga_Aspect_Ratio/ I think 4:3 for NTSC ... I worked around this by dividing the width and height of the cut out from the amiga screen buffer dynamically ... so even with borderless it should (in theory) correct the aspect ... hope that is true ... of course not if you intentionally use "cinematic wide screen" option from the settings |
The result is excellent, congrats and thanks ! The Workbench is now crisp and clear, Interceptor now with this + overclocking has nothing to envy to NTSC mode, no more need to do it :) really catching up with PUAE, great ! Only a very small bit of flickering in Gravity Force vertical scrolling, not sure if this could be improved, but that's very light anyway... |
there was a bug ... on some of my machines it reported wrong canvas height (doubled !) and that resulted in complete wrong aspect ratios ... I just pushed out a new version ... should run on all plattforms now ... |
yes I know now why ... in the scaling algorithm I ask for the real pixels of the canvas output ... in software renderer this is the current cut out size of amigas screen buffer ... but in gpu shader rendering javascript reports always the shader buffer which I set to a maximum of 724 x 568 ... for this reason it scales so ugly because the aspect ratio is slightly wrong... i try to fix it |
Great, thanks ! |
yes borderless switches to a propriety cut out which is often not exactly 4:3 ratio (or PAL 5/4) and GPU shader has currently the problem that it can not adapt to it due to the wrongly reported width which is not the width choosen by borderless algrithm but the witdth of the GPU shade texture ... I bet you see it only when borderless and GPU shader, right? borderless and software rendering works ok? |
One thing that may play a role, correct me if I am wrong: Interceptor is a NTSC game. So on a PAL machine, some lines (16) are wasted at the bottom (black). On a NTSC machine, pixels are taller, so the 240 lines can fill the screen entirely. That's why I wanted NTSC, for full-screen Interceptor (+speed increase from 50 to 60khz). Is borderless able to match NTSC pixel ratio (320/240 = 4/3) rather than PAL ratio (320/256 = 1.25) ? I would be very good to have the NTSC aspect without emulating NTSC :) |
thanks ... I can reproduce the problem ... wait I have to debug ... |
Great ! A reproduced bug is a half-fixed one :) |
Ok got it ... it goes like this... -- you are in borderless mode -- first you started the vAmigaWeb -> it scales the ratio according to the kickstart disk hand picture then you loaded a snap shot borderless calculates new screen buffer cut out, but !! -> no rescaling of aspect ratio takes place (this is the bug I think) then later always when you kick in the keyboard or resize landscape / portrait -> it rescales the ratio so ... the first picture of you (the one which never came back) had the wrong ratio from the kickstart hand disk logo screen ok what we should do I think is ... everytime the borderless changes dimensions of the cut out then it must also rescale to the correct ratio ... no ? PS: I veryfied this hypothesis by launching dpaint from snapshot with a circle ... the circle was wrongly scaled ... then on keyboard in .. it was correct |
Ok, but: |
hm ... when we always do the rescale with a "variable" aspect ratio according to the borderless width / height then it adapts to NTSC/PAL automatically no? lets try it out... |
the current version has the bug that it does not rescale aspect ratio when borderless changes dimensions... you can manually force rescale of correct aspect ratio by switching keyboard off/on |
If that's the case that would be fine ! :) |
yes now I see it too... they also do no rescale when switched to 🙄 ... you are a brilliant alpha😂 tester |
pushed out a new version ... should be hitting the server in a minute or so UPDATE: new version which corrects the scaling in borderless and when switching between the different display sizes is on the server |
Also, the borderless mode is a bit cut at the bottom... |
pushed new version where we have now do you think this is good now? EDIT: first I thought hand disk logo is a bit positioned too far at the bottom but then I saw this video where a NTSC amiga 1000 boots https://www.youtube.com/watch?v=-dyxKJx9N5E but look when I directly compare it with this way ... the picture from the youtube video got more pixel on the top and a little more on the bottom too another guy talks about PAL vs NTSC and how WinUAE is wrong and how to configure it right here at 18:09 the claimed correct NTSC WinUAE picture from that video see here at the very right |
Wow, thanks for the research, this is giving me headache now... I really don't know... Thanks and cheers |
I think it is fine now. 😎The reduced height on ntsc is also good too because it will be used on ntsc games only which do not have overscan pixel at the bottom right? We should try some ntsc games and see whether the fixed sizes cut off their bottom graphics or not 😬 in which case we simple would lower the 48 to lets say 42 or so… |
confirmed ... just pushed new version out which should correct this and do not introduce new bugs 🙄hopefully EDIT: for testing purposes I created an actionbutton which toggles NTSC |
Confirmed working, thanks, |
we could give the keyboard a darker top border ... to make that effect vanish |
@mras0 Thanks ! Yes indeed it is cut on PAL Amiga, that was the same on my 500. |
try this javascript command in an action button via the + icon in the navbar ...
it will give the keyboard a black borderline on the top or this
it will make the keyboard background black... |
Sweet, thanks ! |
I've merged the current NTSC code (main functionality is working) into the main branch. Before doing more "NTSC" stuff in the web version, I recommend to merge the latest code and do all further experiments with real NTSC mode enabled. Use the following calls to switch between both modes:
vAmiga supports "hot switching" which means it's safe to switch between PAL and NTSC any time. However, keep in mind that Kickstart runs a PAL / NTSC check during startup. Hence, Kickstart won't recognise any "hot switch". The same applies to games or demos that either run a similar check or rely on the value provided by the OS. |
good find 🤗 ... if you set when I take a snapshot and look in the snapshot browser I can see that the core does not give us more than this image data ... right side circle is cut I will upgrade to latest core as it seems that the overcsan implementation was wrong but has been fixed in the meantime see here dirkwhoffmann/vAmiga#698 |
Excellent, thanks, let me know when it is available :) |
you get this automatic when choosing viewport tracking or borderless ... or what does PUAE different than that? |
Oh ok, you mean that with the new core version things will be fine in borderless and viewport modes then. I thought it would not be the case, since for now both ends are cut, not just the right one... |
Hi, |
yes the new core runs very fine 😎 ... there is still a small minor pixel problem on the right side ... between software renderer and GPU renderer there is a difference in 4 pixels on the right side only in this extreme overscan of settler ... before pushing this I like to understand and solve this the picture above shows software renderer which is missing 2 pixels to the right... has to do with viewtracking reports hstop_max 4 pixels greater than the screenbuffer really is ... needs to be further analysed before we push out this version no? ... we want it to be perfect 😎 next is the NTSC capability of the new core which is fairly easy to connect to ... |
Excellent, thanks ! |
that is because the screen resolutions and viewports are altered dynamically by the amiga software e.g. games ... in Amiga there is not such a thing that the resolution is initially set in boot block and then stays static until the next reset... |
That's right, but why not detecting those resolution changes rather than the colors borders ? |
what you describe is already 😎 at your choice |
I see, thanks ! I got fooled by the Burning Spear demo, it changes resolutions so many times...and that causes vAmigaWeb extreme zoom changes. PUAE ones are not that extreme, maybe different scaling ?, so I thought that viewport was different... |
firstI felt the need for an environment to evaluate and test vAmigaWeb before releasing to the masses ... therefore there is now a UAT environment (UAT stands for user acceptance test) at https://vamigaweb.github.io/uat secondinto the uat goes:
when vAmigaWeb at uat proves to be stable then we will publish it to its regular address at |
Hi, Many thanks for creating this test app ! I could replace the current stable one with this one and test it, after a few tries. My experience so far:
Cheers |
Hi,
All but Borderless screen modes don't have the correct ratio, they are too compressed vertically.
"Narrow" comes close, but the top is cut (status line in Workbench, title in Interceptor for instance).
"Borderless" is nice, but the screen zoom is not fixed, varies with what is on screen, disturbing for demos and even for the welcome "hand disk".
I think zooming should not be at the expense of screen ratio... My 2 cents.
Cheers
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