By "not almost all", I mean many programmers are nice.
Incorrect assumption about pixel aspect?
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09-10-2013, 05:39 AM
Wait, wait, wait. I really just wanted to point out that I was a bit miffed at the tone of the response, but I'd get over it because I know how we can be. I'm not much of a diplomat myself, so I failed and miffed several of you. I'm sorry.
Anyway, personally I would love it if we could simply use the correct display, or use controls on the display, in order to fix aspect to match a TV. However, by the nature of the emulation game, we're choosing to run Wii/NGC apps on a computer, which almost always means square pixels on LCD screens these days, which are often irritatingly free of aspect/scale controls. To be clear: I'm not heavily invested in seeing this get fixed ASAP. If it's bothersome enough, I can always run in a borderless window scaled appropriately. I just recognized the problem and decided I'd bring it to your collective attention. I'm aware you guys are working on a 4.0 release and are likely busy. I did say in my post that I was just looking to see if anyone thought it was an interesting problem to solve. Please don't feel I'm pressuring you for a fix here. I'm just promoting a TODO task. 09-10-2013, 06:26 AM
For the record I don't see how what I posted wast offensive or aggressive in any way. I knew that if I didn't draw attention to this thread it would fade away and be forgotten since that's usually what happens. I wanted neobrain to take a look at this so I asked him to ask you to confirm it. He mockingly told me to ask you instead. We joke around a lot so this shouldn't really be taken as him actually mocking me. So I thought it would be funny to post him telling me to tell you to confirm it. As kind of a "gotcha" since I technically indirectly made him ask you anyways. It also has the added benefit of transferring responsibility from me to him. I didn't mean for this to blow up the way it did. I just wanted to keep the issue from getting ignored. Usually when I don't know something for sure I ask someone on IRC who might know. Then I'll post the conversation log as an answer since it saves me the time of retyping the answer and gives the developer credit for the answer. This issue looked legit to me but I wasn't sure. Since neobrain is basically our main graphics dev these days I figured he would know if a pixel aspect ratio issue was legit so I asked him.
There I've said my peace now so nobody can shoot the messenger. Now we've all apologized. I'll get out of the way now that this has the devs attention.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson "I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. " -Mark Antony 09-10-2013, 06:46 AM
Quote: I knew that if I didn't draw attention to this thread it would fade away and be forgotten since that's usually what happens.You should have encouraged him to submit an issue report then.
To me it sounds like games are rendering with a perspective aspect ratio != 16:9 because they are expecting the screen to not be exactly 16:9, due to PAL/NTSC resolutions. I guess we could add an option to force these "weird" aspect ratios + black bars, but I don't see a way to auto-detect this (especially since in some games, like Xenoblade, the ortho projection matrices aren't using that same aspect ratio).
Will have to wait until we release 4.0 (2 weeks from now), no more strings change until then. 09-12-2013, 05:44 AM
FWIW I would suspect the real issue lies in the VI scaler rather than the GX emulation, for example a lot of wii homebrew apps change the XFB width from 640 to 678 when implementing widescreen mode. I don't really know why this is done, unless they're assuming widescreen means the tv has less overscan.
09-12-2013, 07:37 AM
Well, we have an example of application that renders ortho 2d elements at a 16:9 aspect ratio but 3d elements at a different aspect ratio. I think it makes VI a very unlikely culprit.
09-12-2013, 12:08 PM
(09-07-2013, 09:33 AM)Jafo Wrote:ORLY?(09-07-2013, 08:21 AM)ExtremeDude2 Wrote: I'm going to assume the first of each comparison is dolphin and its incorrectnessRight. http://i.minus.com/iRLV6H5J22u2g.png http://i.minus.com/ign6U5ukC7Cch.png http://i.minus.com/ibyKsOCyCHmRWU.png I'd say they certainly corrected for non-square pixels. Because the proportions of the character portraits are correct. 09-14-2013, 05:26 AM
(09-12-2013, 07:37 AM)delroth Wrote: Well, we have an example of application that renders ortho 2d elements at a 16:9 aspect ratio but 3d elements at a different aspect ratio. I think it makes VI a very unlikely culprit.Where is this example? The provided screenshots only show overall horizontal scaling differences, not 2D vs 3D inconsistencies. |
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