(09-21-2021, 10:15 PM)MayImilae Wrote: UI elements in the final composition are not what we should be focusing on, as the textures can be scaled separately. What matters is the 3D assets, that's where we can definitely spot.
If you want to use the UI elements for this analysis, you'll need to dump those textures and compare them to Dolphin's output. If the textures are a different shape in Dolphin than the texture files, you'll have something.
Couldn't find a ball, but I think I have something useful. This is a Dolphin screenshot. I then took a photo of a similar, even if not exactly the same scenario from the actual console, then I stretched the Dolphin screenshot to 4:3. I didn't feel like adding the PC version was relevant for this case, but I can do so if you think it's useful. I took Sonic from all 3 shots, scaled the photo Sonic to be the exact same height (212 pixels), then put them all together for an easier comparison. I then measured Sonic's wrist-to-wrist (spike-to-spike, to be exact, since he has all the power-ups) width in all 3 cases.
I got 7.3 cm for CRT Sonic, 7.0 cm for Dolphin Sonic, 7.5 cm for 4:3-stretched Dolphin Sonic.
Which leaves us dead in the the middle. The "right" option is probably something along the lines of what @JosJuice said (a few black pixels on each side being taken into account when the lines are stretched to 4:3 and then hidden by overscan). That's why I suggest adding a 4:3 stretch option and then giving users the choice. In my case, I think the ovals in the UI look fugly (and wrong, since the actual console shows circles), so I'd use it, but I understand it may not be to everyone's tastes.