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[http://sourceforge.net/p/ufoai/feature-requests/509 Item 509] imported from sourceforge.net tracker on 2013-01-28 20:22:06
In the default res (1024x768 I guess), the hud images look nice. If I now change res to sth higher (1280x1024 e.g.), the hud images get scaled and dont look good anymore. I think you should not scale them, because the reason for using higher res is seeing more of the battleground or have better models etc. Scaling the hud defies both of these reasons.
===== Comments Ported from Sourceforge =====
====== tlh2000 (2010-08-27 10:19:03) ======
isn't this already implemented with vid_scretch or whatever it was called?
====== bayo-fr (2010-08-27 12:47:56) ======
For windows supporting widescreen (battlescape and geoscvape), we can do something like that. But all other windows will have black border (then, i think, it is stupid).
I think we can allow to change the ratio with a cvar, then it allow the user to fix it dynamically. I must do some test, i dont think i will do it now.
====== bayo-fr (2010-08-27 12:50:39) ======
@tlh2000
it is not implemented, but the thing you think about do the most part of the job.
====== mcr2010 (2011-12-29 13:20:12) ======
I strongly agree & support this FR.
I would very much like to see battlescape HUD scaling disabled for resolutions >= 1024x768.
Several reasons:
1. no more unnecessary bad scaling, which almost always causes some kind of artifacts
2. higher resolutions mean also bigger monitors - so on those the battlescape view gets larger while controls stay the same size
3. a circle will stay a circle in all resolutions, it will never become an ellipse
4. the higher resolution will be respected & washed out HUDs will not happen (imagine someone starting the game on a 30" 2560x1600 pixel monitor and getting an upscaled 1024x768 battlescape HUD presented by the game :P:))
====== bayo-fr (2011-12-29 14:58:52) ======
* Your point 1 also make sens for all the gui, then creating a hack for the battlescape only is useless. It is better to fix real problems.
* The first part of your point 2 is wrong, and the second part also make sens for all the gui (then creating a hack for [...])
* Your point 3 is wrong
* I dont see your point 4, we can say the same about hi res with unreadable things.
I think we can think about hires content, or about way to custom the scalling (i rememeber Quake3 have something like that), but we dont need to break the consistency of the gui. The HUD is a part of the game like every other interfaces.
====== bayo-fr (2011-12-29 15:05:40) ======
* Your point 3 is wrong, or maybe you enable the compatibility cvar vid_stretch, which create this kind of thing.