Use GPU scaling to override monitor behaviour. Now outdated but still it's the most common referred measure of FOV, and from now on I will continue to use various values of FOV in this measure. Known as HOR+ and used in Source engine games and COD series. Some may stretch the image, while others may instead pillarbox. Horizontal FOV for 4:3 aspect ratio, with additional degrees added when switching to widescreen. If a full-screen game is rendered at the wrong aspect ratio, the effects vary based on the monitor. Most games today will feature built in support for widescreen resolutions, while some games may require tweaking to force such a resolution. Widescreen resolutions can cause problems with older games that were built for a 4:3 (1.33:1) screen, resulting in either a stretched screen or black bars of unused screen space. The majority of computer monitors and TV's produced today are widescreen, and thus feature a native widescreen resolution. Widescreen resolutions are resolutions that are of a 16:9 (1.78:1 more common) or 16:10 (1.60:1 slightly less common) aspect ratio. For a list of games, see games with widescreen resolution support.
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