I'm not that knowledge about the way dolphin works and only have a rough understanding of it.
This is my understanding of the situation: (correct me if I'm wrong about something)
I knew that dolphin basically always does some scaling on the image.
This is because on original hardware the console relied on the display to stretch the analog image it provides to whatever the aspect ratio is supposed to be. Since the image is being converted to analog anyway the fact that such scaling is being done didn't matter.
Dolphin replaces this very analog way of handling things with modern scaling algorithms to be displayed on digital displays.
I wanted to see if I can get by without said scaling. After doing some research that isn't really relevant to this, I fount the integer_scaling option in dolphin which basically does what I want it to. Render the image to the screen at internal resolution x some integer. The image looks a bit stretched but it's pretty minor and expected and not the issue here.
The issue is that I wanted to play in 16:9 as well and with integer scaling dolphin refuses to output in anything but 4:3. This leads me to believe that neither gecko/ar codes or the widescreen hack included in dolphin ever change the internal resolution to reflect the wanted aspect ratio. It only changes how the game is rendered and then stretches the still in internal resolution image to whatever aspect ratio was wanted.
Now to my question, if my above assumptions are correct, why is the internal resolution never changed to reflect a different aspect ratio. I know that it'd most likely be a lot more complicated but the result should be better. What are the problems that this would entail in development?
The fist issue would be non 40:33 resolutions. If the aspect ratio of the internal resolution is changed the ui i games could break in unexpected ways but this could be fixed with ar/gecko codes like it has been for widescreen hacks already.
What other issues would this change have?
I did my testing with wario world to see the behavior of dolphin if it's relevant.
This is my understanding of the situation: (correct me if I'm wrong about something)
I knew that dolphin basically always does some scaling on the image.
This is because on original hardware the console relied on the display to stretch the analog image it provides to whatever the aspect ratio is supposed to be. Since the image is being converted to analog anyway the fact that such scaling is being done didn't matter.
Dolphin replaces this very analog way of handling things with modern scaling algorithms to be displayed on digital displays.
I wanted to see if I can get by without said scaling. After doing some research that isn't really relevant to this, I fount the integer_scaling option in dolphin which basically does what I want it to. Render the image to the screen at internal resolution x some integer. The image looks a bit stretched but it's pretty minor and expected and not the issue here.
The issue is that I wanted to play in 16:9 as well and with integer scaling dolphin refuses to output in anything but 4:3. This leads me to believe that neither gecko/ar codes or the widescreen hack included in dolphin ever change the internal resolution to reflect the wanted aspect ratio. It only changes how the game is rendered and then stretches the still in internal resolution image to whatever aspect ratio was wanted.
Now to my question, if my above assumptions are correct, why is the internal resolution never changed to reflect a different aspect ratio. I know that it'd most likely be a lot more complicated but the result should be better. What are the problems that this would entail in development?
The fist issue would be non 40:33 resolutions. If the aspect ratio of the internal resolution is changed the ui i games could break in unexpected ways but this could be fixed with ar/gecko codes like it has been for widescreen hacks already.
What other issues would this change have?
I did my testing with wario world to see the behavior of dolphin if it's relevant.