• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
« Previous 1 ... 37 38 39 40 41 ... 365 Next »

8:3 and 32:9 aspect ratios
View New Posts | View Today's Posts

Pages (2): 1 2 Next »
Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
8:3 and 32:9 aspect ratios
05-07-2019, 02:35 PM
#1
ddnava Offline
Junior Member
**
Posts: 16
Threads: 2
Joined: Jan 2016
I know it would sound a bit strange, but those aspect ratios would actually be helpful for playing games in pseudo-VR

I know VR is not gonna happen soon, so I decided to mirror my PC display to my phone and use one of those phone-VR holders, but Dolphin only has support for Auto (either 4:3 or 16:9), 4:3, 16:9 and Stretched (which doesn't help me in full screen, but it does help in Windowed). 8:3 and 32:9 aspect ratios would be very useful when enabling side-by-side 3D, so each picture retains its original aspect ratio, and I would love for those options to be implemented

I attach a picture of my setup so you can see what I mean by this. This currently only works with Stretched aspect ratio in Windowed mode


Attached Files Thumbnail(s)
   
Find
Reply
05-07-2019, 06:44 PM
#2
MayImilae Offline
Ambassador of Niche Platform Support
**********
Administrators
Posts: 4,488
Threads: 117
Joined: Mar 2011
You can use the widescreen hack plus stretch to window to make the game be any aspect ratio you want. You can also do something similar with action replay codes, which are much harder to set up and game specific, but can have fewer bugs.
[Image: RPvlSEt.png]
Windows 10 x64 | Core i9-9900k | NVIDIA GeForce RTX 3090 EVGA FTW3 Ultra| 32GB DDR4-3000 | Asus Xonar Essence STX on Logitech Z-2300 | Logitech G903 Hero
MacBook Pro 14in | M1 Max (32 GPU Cores) | macOS 12 | 64GB LPDDR5 6400
Find
Reply
05-08-2019, 08:45 AM (This post was last modified: 05-08-2019, 08:46 AM by ddnava. Edit Reason: grammar )
#3
ddnava Offline
Junior Member
**
Posts: 16
Threads: 2
Joined: Jan 2016
(05-07-2019, 06:44 PM)MayImilae Wrote: You can use the widescreen hack plus stretch to window to make the game be any aspect ratio you want. You can also do something similar with action replay codes, which are much harder to set up and game specific, but can have fewer bugs.

It doesn't work. When you actívate 3D, Dolphin expects each picture to use half of the width. If I actívate the Widescreen hack, Dolphin Will think each viewpoint has doublé the width of what they really have

If I have two 4:3 pictures, one for each eye, I want to have the video be stretched to 8:3 so each picture retains its original aspect ratio, but since I'm stretching the window to be 8:3, the Widescreen hack will think each eye has a 8:3 aspect ratio and make everything thin

I DON'T want to play a game in weird aspect ratios, I just want the picture to be stretched to the correct aspect ratio when I enable side-by-side 3D so each picture has its original aspect ratio

I'm not talking about having a game be rendered in 8:3 or 32:9, but about taking the picture already rendered (in either 4:3 or 16:9) and being able to force it to stretch specifically to 8:3 and 32:9
Find
Reply
05-08-2019, 08:50 AM (This post was last modified: 05-08-2019, 12:29 PM by MayImilae.)
#4
bomblord Offline
Member
***
Posts: 231
Threads: 32
Joined: Jul 2014
Why not just use [removed]?
Find
Reply
05-08-2019, 09:28 AM (This post was last modified: 05-08-2019, 09:28 AM by mbc07.)
#5
mbc07 Offline
Wiki Caretaker
*******
Content Creators (Moderators)
Posts: 3,528
Threads: 46
Joined: Dec 2010
(05-08-2019, 08:45 AM)ddnava Wrote: It doesn't work. When you actívate 3D, Dolphin expects each picture to use half of the width. If I actívate the Widescreen hack, Dolphin Will think each viewpoint has doublé the width of what they really have

Conventional side-by-side 3D always halves a picture in the original aspect ratio for each eye, which the 3D output device then stretches back to the original AR on each eye. What you want is probably "full" side-by-side 3D which is (AFAIK) something Dolphin (and nearly all 3D enabled TVs/monitors/projectors) doesn't support...
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 16 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (21H2)
Find
Reply
05-08-2019, 12:31 PM (This post was last modified: 05-08-2019, 12:32 PM by MayImilae.)
#6
MayImilae Offline
Ambassador of Niche Platform Support
**********
Administrators
Posts: 4,488
Threads: 117
Joined: Mar 2011
bomblord, we have a general rule against recommending forks when it is unnecessary. But that fork is especially egregious, as it violates both our license and the Oculus SDK. Plus it was made by a horrible horrible person that has been banned by a ton of communities including this one. There is is never a reason to recommend that fork.
[Image: RPvlSEt.png]
Windows 10 x64 | Core i9-9900k | NVIDIA GeForce RTX 3090 EVGA FTW3 Ultra| 32GB DDR4-3000 | Asus Xonar Essence STX on Logitech Z-2300 | Logitech G903 Hero
MacBook Pro 14in | M1 Max (32 GPU Cores) | macOS 12 | 64GB LPDDR5 6400
Find
Reply
05-08-2019, 01:02 PM
#7
ddnava Offline
Junior Member
**
Posts: 16
Threads: 2
Joined: Jan 2016
(05-08-2019, 12:31 PM)MayImilae Wrote: bomblord, we have a general rule against recommending forks when it is unnecessary. But that fork is especially egregious, as it violates both our license and the Oculus SDK. Plus it was made by a horrible horrible person that has been banned by a ton of communities including this one. There is is never a reason to recommend that fork.

And don't forget that fork was abandoned like 2 years ago or so

Anyway, full VR would be more taxing for my setup, specially in a game like Metroid Prime which has a lot of culling outside the intended FOV. I just think "full side-by-side 3D", as mbc07 addressed it, would be a good addition for this use case, as 3D TVs are quite rare nowadays and using a phone for this is arguably the easiest and cheapest way to enjoy 3D
Find
Reply
05-09-2019, 10:02 PM (This post was last modified: 05-10-2019, 05:26 AM by bomblord.)
#8
bomblord Offline
Member
***
Posts: 231
Threads: 32
Joined: Jul 2014
(05-08-2019, 12:31 PM)MayImilae Wrote: bomblord, we have a general rule against recommending forks when it is unnecessary. But that fork is especially egregious, as it violates both our license and the Oculus SDK. Plus it was made by a horrible horrible person that has been banned by a ton of communities including this one. There is is never a reason to recommend that fork.

Uhh alright then I apologize. It seemed like it was relevant and necessary but I wasn't aware of the information regarding forum rules prohibiting discussion of those forks or the personal issues with the creator and I'll take your word for it you know a lot more about this than I do. Thank you for the heads up I'll refrain from discussing that in the future.
Find
Reply
05-10-2019, 04:53 AM (This post was last modified: 05-10-2019, 04:53 AM by mbc07.)
#9
mbc07 Offline
Wiki Caretaker
*******
Content Creators (Moderators)
Posts: 3,528
Threads: 46
Joined: Dec 2010
(05-08-2019, 01:02 PM)ddnava Wrote: [...] I just think "full side-by-side 3D", as mbc07 addressed it, would be a good addition for this use case, as 3D TVs are quite rare nowadays and using a phone for this is arguably the easiest and cheapest way to enjoy 3D

Your phone screen would still be split in half to get an image for each eye, so I'm not getting how (or why) you would use a "full" image for each eye or what improvement it would bring. The (half) side-by-side mode present in Dolphin should work just fine if I'm understanding your setup correctly...
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 16 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (21H2)
Find
Reply
05-10-2019, 11:29 AM
#10
ddnava Offline
Junior Member
**
Posts: 16
Threads: 2
Joined: Jan 2016
(05-10-2019, 04:53 AM)mbc07 Wrote: Your phone screen would still be split in half to get an image for each eye, so I'm not getting how (or why) you would use a "full" image for each eye or what improvement it would bring. The (half) side-by-side mode present in Dolphin should work just fine if I'm understanding your setup correctly...

The "half" side-by-side works, but everything is stretched vertically because my phone is 16:9, so if I set it to stretch in full-screen, each picture uses half that, which is 8:9, while the picture is supposed to be 4:3 (8:6)
Find
Reply
« Next Oldest | Next Newest »
Pages (2): 1 2 Next »


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode