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>> No.10018487 [View]
File: 95 KB, 640x400, 640x400.png [View same] [iqdb] [saucenao] [google]
10018487

>>10018250
Not sure what the misunderstanding is desu, so I'll end up repeating some things.
>The pixels are supposed to stay square.
The 200p intermission graphics and other HUD elements are not supposed to be rendered square. They need to be stretched vertically by 1.2x, so for that to result in equally sized scaled pixels (which is the sought benefit of integer scaling, right?), when your actual screen has square pixels, you'd need 1200p screen resolution MINIMUM. You have a 1080p screen, so it cannot be done.
The 3D stuff could be rendered with square pixels and in any resolution. But GZDoom has no options to render and scale the HUD separately from the game scene, you have to pick one resolution for both. So if you want roughly 480p game rendering, but not to fuck up the HUD elements etc. (which I assume based on your initial pic), the closest is 400p. Pic rel. Now you need to scale that up while also stretching it vertically. How? Well, to do it with equally sized pixels, you'd need a 3200x2400+ screen which you don't have. Second best option is nearest scaling it to what you do have. Some of the resulting crunchy pixels will be off by one SCREEN pixel, but there won't be RENDERING pixel sized artifacts like there would be when forcing 200p graphics onto a 480p canvas as in your original pic.

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