Dolphin, the GameCube and Wii emulator - Forums

Full Version: Correct aspect ratio option?
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
It's been brought to my attention that games on Gamecube and Wii are not simply 4:3 or 16:9 there is a lot of variations between games as seen here:

[Image: P7TaLfE.gif]

And ignoring this creates situations like these:
[Image: JTYxs88.gif]

There needs to be "proper" and "proper widescreen" options to avoid weird stretching.

More reading(though it only pertains to smash):
https://www.reddit.com/r/smashbros/comme...are_doing/

Image galleries:
http://imgur.com/a/5wGBz
http://imgur.com/a/foEdR
http://imgur.com/a/NpCGw
http://imgur.com/a/B5Ls3
http://imgur.com/a/I6wsU

Right now there does exist a code for Melee and only Melee but it desyncs netplay and even that's not perfect.

Thank you, I hope it makes sense because it's really slight.
Where can I find this Melee code, out of curiosity?
(07-05-2015, 05:46 PM)Kurausukun Wrote: [ -> ]Where can I find this Melee code, out of curiosity?

https://www.reddit.com/r/SSBM/comments/3...eakdown_of

Breaks netplay though. Be careful.
Hey guys, I'm the one who did the math and wrote up the reddit post about Melee aspect ratios. As Smashbro said, there is a lot of inconsistency between games. I think the best solution would be if dolphin had some kind of horizontal scaling setting that could be defined more precisely than by just clicking and dragging the edges of the window (i.e. in pixels), so that you could manually stretch/squish the width of the game to make the geometry look right.
(07-06-2015, 06:28 AM)mirrorbender Wrote: [ -> ]Hey guys, I'm the one who did the math and wrote up the reddit post about Melee aspect ratios.  As Smashbro said, there is a lot of inconsistency between games.  I think the best solution would be if dolphin had some kind of horizontal scaling setting that could be defined more precisely than by just clicking and dragging the edges of the window (i.e. in pixels), so that you could manually stretch/squish the width of the game to make the geometry look right.

Or if we could help out and report each game's individual aspect ratio and then build that function into Dolphin like it does for lots of other settings.

I'm not a programmer or anything but I could look for circles or whatever and report it.
Very few GC games support widescreen natively. Almost all Wii games has native widescreen support. In the GC games you can use widescreen hack (bugs!) or AR codes (like the one you found for Melee). For Wii games you change Aspect Ratio to 16:9 in Config => Wii and the game will adjust properly (the only exception for this rule that I know is WarioWare Smooth Moves)...

EDIT: disregard everything I said, I overlooked this thread. You guys should open an issue report about that to make devs aware...
(07-06-2015, 12:20 PM)Jhonn Wrote: [ -> ]Very few GC games support widescreen natively. Almost all Wii games has native widescreen support. In the GC games you can use widescreen hack (bugs!) or AR codes (like the one you found for Melee). For Wii games you change Aspect Ratio to 16:9 in Config => Wii and the game will adjust properly (the only exception for this rule that I know is WarioWare Smooth Moves)...

EDIT: disregard everything I said, I overlooked this thread. You guys should open an issue report about that to make devs aware...

https://code.google.com/p/dolphin-emu/is...1436151495
Doesn't the "auto adjust window size" already show the correct resolution and aspect ratio?
(07-06-2015, 05:09 PM)ReyVGM Wrote: [ -> ]Doesn't the "auto adjust window size" already show the correct resolution and aspect ratio?

Not really. It doesn't even compensate for 16:9 being used.
Out of curiosity, does anybody know why games are this way? Since all GC games were meant to be shown on 4:3 CRTs, why would a game such as SSBM use 1.22:1 instead of 1.33:1?

Based on the article linked in the first post, my only guess would be that some games are slightly cropped and don't use the full available resolution as a means of improving performance, but Dolphin simply sets the aspect ratio based on the used portion of the screen (ignoring the black borders that would have been hidden by overscan), thus causing distortion?

The first article links to another article whose methodology seems a bit flawed to me, though:

https://www.reddit.com/r/SSBM/comments/3...eakdown_of

He's using this calculation:

Quote:In order to correctly preserve the intended aspect ratio, the horizontal lines should be sampled into 657 square pixels, given by multiplying the melee's pixel aspect ratio by the width of the image, so in this case, 21/23 * 720 = 657.
which is problematic on at least two levels. Firstly, the sample aspect ratio (SAR, which he's confusingly calling PAR) should be calculated using fractional pixels, in which case 21:23 is inaccurate (which is a bit odd, since the whole point of the article is to get the DAR exactly right): 720 * 21/23 = 657.39, not 657. Using a SAR of 73:80 would be more precise, as 720 * 73/80 = 657.

More importantly, 720 is not the correct horizontal resolution to use. NTSC only uses ~711 of the available 720 horizontal pixels, which means the border pixels do not contain useful image information and should be cropped before scaling the image. As such, it is incorrect to resample 720 to 657 directly, because including those border pixels will distort the resulting image; you'd need to crop 720 to 711 and then resample to 657 using a SAR of 73:79, not 73:80. (For the record, PAL uses 702 of the 720 available horizontal pixels, rather than 711, as in NTSC; as such, you need a separate SAR for PAL video.)

See here for more information:

http://web.archive.org/web/2014021804451...onversion/

Finally, where did 657 come from? If this article is correct that Melee only uses 584x480, then what is the significance of 657 horizontal pixels? Is it some custom horizontal resolution that the author calculated based on what level of stretching would cause ovals to appear as circles? If so, that's not really a valid technique to use, as it isn't how the game would have displayed on a CRT (unless I'm missing some strange quirk in how GC video output differs from that of other systems)...
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17