301
Beginner and other Nonsense / Re: STICKY: Random News
« on: June 13, 2020, 05:57:36 AM »
I haven't had an excuse to use this topic/thread in a while, but just for the record, today I found myself working on a new extension feature to add black masks around the game view, probably limited to full screen mode.
The rationale for it has to do with something called "back-light bleed" that isn't always visible on monitors but tends to be very visible on first person video games like anything that just kind of sticks to the screen when you move around.
I probably should've just figured out a way to augment the resolution (not being able to directly control the resolution menu is kind of anachronism to begin with) and use the black backing "window" to fill in the space, but instead so not disturb that I went ahead and used an existing system that originally was mainly only used to enlarge SOM's title screens that are stuck in 640 x 480 normally.
I think the system is used in dedicated full screen mode also but that's pretty well a thing of the past today.
One side effect of doing this way is the "function overlay" stuff can actually exist in the mask area. I will probably add an option to keep it out of the mask area too in case it's unwanted there. That is to say the mask area is actually part of the allocated resolution. Though by default it will be traded off with the black backing window margin.
My use case for it is the 1050 resolutions have 15 pixels on the top and bottom on a 1080 screen but my back light is still visible on the bottom half, so I notice it, and the next available resolution is 900, which sacrifices 180 pixels, which seems excessive. I could use a custom resolution in the INI file, but that's only temporary if you change resolutions, and it would be symmetrical, whereas my issue is on the bottom only.
With this system you can just tell it to make room for your crappy back-light. I wonder how many games support this kind of thing?
For the record it was a good amount of work to implement since it really pushes the existing system to its limits. I had to fix a lot of things that didn't work. And those are things that probably wouldn't have worked if you tried to actually use the old dedicated full screen mode today (which I don't recommend.)
The rationale for it has to do with something called "back-light bleed" that isn't always visible on monitors but tends to be very visible on first person video games like anything that just kind of sticks to the screen when you move around.
I probably should've just figured out a way to augment the resolution (not being able to directly control the resolution menu is kind of anachronism to begin with) and use the black backing "window" to fill in the space, but instead so not disturb that I went ahead and used an existing system that originally was mainly only used to enlarge SOM's title screens that are stuck in 640 x 480 normally.
I think the system is used in dedicated full screen mode also but that's pretty well a thing of the past today.
One side effect of doing this way is the "function overlay" stuff can actually exist in the mask area. I will probably add an option to keep it out of the mask area too in case it's unwanted there. That is to say the mask area is actually part of the allocated resolution. Though by default it will be traded off with the black backing window margin.
My use case for it is the 1050 resolutions have 15 pixels on the top and bottom on a 1080 screen but my back light is still visible on the bottom half, so I notice it, and the next available resolution is 900, which sacrifices 180 pixels, which seems excessive. I could use a custom resolution in the INI file, but that's only temporary if you change resolutions, and it would be symmetrical, whereas my issue is on the bottom only.
With this system you can just tell it to make room for your crappy back-light. I wonder how many games support this kind of thing?
For the record it was a good amount of work to implement since it really pushes the existing system to its limits. I had to fix a lot of things that didn't work. And those are things that probably wouldn't have worked if you tried to actually use the old dedicated full screen mode today (which I don't recommend.)