It's accurate. Boot it up on a console, it should look just like that =). The devs didn't do their math right.
Correct aspect ratio option?
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08-02-2015, 10:47 AM
I don't think rogue leader cutscenes would suddenly switch to 16:9 ratio when gameplay is at 4:3. On a real gamecube, they switch to a 4:3 letterbox.
08-02-2015, 11:04 AM
accurate emulation = accurate geometry ≠ "correct" geometry, that's how I see it.
Rogue Leader does indeed switch to 4:3 letterbox. The reason it behaves the way it does in dolphin, is that dolphin tries to make the game image as big as possible in the given window size. The goal of this update was not to fix rogue leader, it was to universally fix the aspect ratio in to be accurate (if not "correct") in all games. It just sort of worked out that it fixed rogue squadron to a large degree. 08-04-2015, 08:58 AM
(08-01-2015, 12:22 PM)mirrorbender Wrote: Also, there might be a 1:1 PAR option added in the future, and of course if any additional bugs are discovered, we will try to fix them.Out of curiosity, is there any need to have the previously discussed tickbox option to disable the new AR features? Using the "stretch to window" option instead of Auto, 4:3, or 16:9 already restores the previous AR behaviour of older builds (assuming your selected display resolution has the AR you want to use). 08-04-2015, 11:56 AM
Yup that's exactly right. The old settings will never be put back in, because they were just wrong. Any time the old settings looked better than the new ones was a case of "a broken clock is right twice a day". Settings to disable VI scaling and pixel aspect ratio correction may be added if the higher ups decide that they are a) in any way useful and b) not too confusing for typical users. So we'll see about that.
Also, I'm working on a setting to derive the aspect ratio directly from the game's projection matrices instead of the VI settings, so when that's done, it should be able to correct games where devs made mistakes in the aspect ratio. It's based on a heuristic though, so it may not work as intended with all games, but in my testing so far, it works beautifully most of the time. 08-04-2015, 04:48 PM
(08-04-2015, 11:56 AM)mirrorbender Wrote: Settings to disable VI scaling and pixel aspect ratio correction may be addedThat's my point... "stretch to window" already does that, so what would options to disable VI scaling and PAR do that "stretch to window" doesn't already do? It seems like the option already effectively exists, so I'm not sure why it needs adding twice.
Slightly better image qualty than the 'Stretch' option, because it doesn't perform (unnecessary) square to rectangular pixel conversion and stretching?
08-05-2015, 04:18 AM
Stretch to window doesn't necessarily make the "pixels" square. It makes them whatever shape they need to be in order to make the image the same aspect ratio as the window, completely ignoring what the aspect ratio "should" be. The new options would give you the ability to take pseudo-accurate framebuffer screenshots, or correct for games where the developers failed to take into account the pixel aspect ratio. It doesn't necessarily help with filling the window completely though (though in many cases it will), which is why the stretch to window and crop to 4:3/16:9 options are there.
08-07-2015, 05:12 AM
@ mirrorbender
Do you have any idea how the Wii handles these ARs, i.e. will a GC game running on a Wii look the same as one running on a GC? I've gotten some confusing results while examining the ARs in PSO. Here's a capture from an actual GC: The area of the active frame is about 428x360, or 1.189:1, which is a bit narrower than what Dolphin gives with the new AR compensation (1.215:1): Still, if you look at the HUD, it's much closer to the shape of the capture from an actual GC than if you display the game at 4:3, which makes the HUD wider: However, I'm not sure that really proves anything, for two reasons: 1) The capture card is probably not performing any AR correction, so just as if you captured the output from a DVD (720x480), the result is anamorphic, and you need to adjust it to get the correct DAR, and 2) Is it just me, or is the PB meter (the grey circle to the left of the HP and TP bars) closer to being a perfect circle in the 4:3 image than in the corrected 1.215:1 image? It looks like an oval to me in the corrected version, whereas it looks round when the game is stretched to 4:3. As another test, my friend captured this from the output on his Wii: The Wii apparently just displays at 4:3 without the AR adjustment that a GC applies, unless this is a capture card error (in which case, how could you tell?). The size of the HUD matches the 4:3 output from Dolphin, and not the AR corrected output. Finally, Sega ported the game over to the PC several years later, and this is the HUD shape you get with its default 4:3 output: The HUD matches the Wii's and Dolphin's 4:3 output and not what the GC outputs. I can think of two possible explanations for this, but I have no idea how to tell which one is correct:
Since you're much better at detecting distortion than I am and have researched this matter more thoroughly than I have, I figure you're the best person to figure out what's happening here. Is this one of those games that was developed with geometry that displays incorrectly at the target GC AR? |
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