D3 on widescreen monitor - How can I correct stretching?
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D3 on widescreen monitor - How can I correct stretching?
Is there a way that I can force D3 to the correct aspect ratio on a widescreen monitor? Preferably without losing any vertical visibility. I'm fine with black bars on the sides.
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Re: D3 on widescreen monitor - How can I correct stretching?
Descent 3 readme wrote: -aspect <value> Specifies the screen aspect ratio for non-standard displays, such as wide-screen TVs. The aspect value is the width of the screen divided by the height, so if you want to play Descent 3 on a 16:9 wide-screen TV, use "-aspect 1.78".
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If you have an NVidia card, there's a \"scaling\" section in the NVidia control panel that should handle it. (I haven't seen anything similar in the ATI CCC, but I would think it's an option somewhere.)
FYI, for anyone else reading: the other option (setting the aspect to widescreen) works fine, but you lose some vertical \"field-of-view\".
FYI, for anyone else reading: the other option (setting the aspect to widescreen) works fine, but you lose some vertical \"field-of-view\".
Click.
Note that in \"true\" WS mode the HUD overlay graphics will stay streched even tho the 3D render is correct.
If you have a Samsung monitor that supports HDCP and a 8XXX nVidia card you may not be able to get an unstreched 5:4 picture since the \"Use NVIDIA scaling w/ fixed-aspect ratio\" will be unaccessable. Post if that's your problem, I can dig up the fix for that.
Note that in \"true\" WS mode the HUD overlay graphics will stay streched even tho the 3D render is correct.
If you have a Samsung monitor that supports HDCP and a 8XXX nVidia card you may not be able to get an unstreched 5:4 picture since the \"Use NVIDIA scaling w/ fixed-aspect ratio\" will be unaccessable. Post if that's your problem, I can dig up the fix for that.
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Re: D3 on widescreen monitor - How can I correct stretching?
Formula W / H = A (x.xx) (edit)Darktalyn1 wrote:Is there a way that I can force D3 to the correct aspect ratio on a widescreen monitor? Preferably without losing any vertical visibility. I'm fine with black bars on the sides.
16:9 then we know 1.78 ( -width ???? -height ???? -aspect 1.78 )
You need to specify the W X H resolution switches - Until then it will not work!
These are my resolution switches for d3 -width 1280 -height 1024 -aspect 1.25 (1280/1024=1.25)
I seem to have a better workout dodging your stupidity than attempting to grasp the weight of your intelligence.
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Re: D3 on widescreen monitor - How can I correct stretching?
Should that not be W/H ? H/W will always equal a number smaller than one.BUBBALOU wrote:Formula H / W = A (x.xx)
Re: D3 on widescreen monitor - How can I correct stretching?
I just ran that equation (1280 / 1024) and it does come up as 1.25TIGERassault wrote:Should that not be W/H ? H/W will always equal a number smaller than one.BUBBALOU wrote:Formula H / W = A (x.xx)
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Misc section of D3 (I use vauss and hate loss induced by high fps in d3, so framecap 2x my refresh)
Open-GL Video Mode (Multiplayer)
-useport 2093 -framecap 140 -nointro -nosparkles -nomotionblur -nooutragelogo -playermessages -aspect 1.25 -width 1280 -height 1024 -directinput -deadzone0 0.0 -deadzone1 0.0
D3D Video Mode (Singleplayer & Coop)
-useport 2093 -framecap 140 -nointro -bumped -z32bit -aspect 1.25 -width 1280 -height 1024 -directinput -deadzone0 0.0 -deadzone1 0.0
Timetest OGL
-nointro -nonetwork -nosound -nomusic -framecap 0 -fastdemo -timetest secret2.dem
Open-GL Video Mode (Multiplayer)
-useport 2093 -framecap 140 -nointro -nosparkles -nomotionblur -nooutragelogo -playermessages -aspect 1.25 -width 1280 -height 1024 -directinput -deadzone0 0.0 -deadzone1 0.0
D3D Video Mode (Singleplayer & Coop)
-useport 2093 -framecap 140 -nointro -bumped -z32bit -aspect 1.25 -width 1280 -height 1024 -directinput -deadzone0 0.0 -deadzone1 0.0
Timetest OGL
-nointro -nonetwork -nosound -nomusic -framecap 0 -fastdemo -timetest secret2.dem