dsda: remove the workaround because it broke the FOV
increase the resolution for 1x 16:9 instead
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@ -70,30 +70,31 @@ namespace BizHawk.Emulation.Cores.Computers.Doom
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foreach (var wadFile in _wadFiles) totalWadSize += (uint) wadFile.FileData.Length;
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foreach (var wadFile in _wadFiles) totalWadSize += (uint) wadFile.FileData.Length;
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uint totalWadSizeKb = (totalWadSize / 1024) + 1;
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uint totalWadSizeKb = (totalWadSize / 1024) + 1;
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Console.WriteLine($"Reserving {totalWadSizeKb}kb for WAD file memory");
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Console.WriteLine($"Reserving {totalWadSizeKb}kb for WAD file memory");
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// we already send exact resolution, but we also have to send aspect
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// to control the automatic side effects:
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// - we need it to treat native resolution as 4:3 aspect,
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// that ensures FOV is correct on higher resolutions.
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// - but when we send a 16:9 resolution that's too low,
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// the core won't extend the statusbar, so we send 16:10 aspect to work around that.
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// and when picking resolution we use original AspectRatio value as index
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var renderAspect = (int)( _settings.InternalAspect == AspectRatio.Native
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? AspectRatio._4by3 : _settings.InternalAspect == AspectRatio._16by9
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? AspectRatio._16by10 : _settings.InternalAspect);
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// resolutions are divided by 3 because lowest 16:9 resolution whose width
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// resolutions are divided by 3 because lowest 16:9 resolution whose width
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// is a multiple of native (corrected or not) is 1280x720.
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// is a multiple of native (corrected or not) is 1280x720.
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// to still support 1x as a basis for every aspect we use
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// to still support 1x as a basis for every aspect (including widescreen)
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// roughly 1/3 of that for 16:9 and 16:10. it looks bad on low resolutions
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// we use roughly 1/3 of that for 16:9 and 16:10. it looks bad on low resolutions
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// but it's not meant for them anyway, so 3x is where it shines.
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// but it's not meant for them anyway - 3x is where it shines.
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// so whoever wants vanilla feel will use 320x200 and upscale in frontend,
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// so whoever wants vanilla feel will use 320x200 and upscale in frontend,
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// and modern people will use widescreen on some high resolution
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// and modern people will use widescreen at high resolutions
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var width = _resolutions[(int)_settings.InternalAspect].X / 3 * _settings.ScaleFactor;
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var height = _resolutions[(int)_settings.InternalAspect].Y / 3 * _settings.ScaleFactor;
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// when instead using lowres 16:9, internal heuristics result in stretched status bar
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// so we slightly increase the res to just above the threshold (while keeping it even)
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if (_settings.InternalAspect == AspectRatio._16by9 && _settings.ScaleFactor == 1)
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{
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width += 2;
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}
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_configFile = Encoding.ASCII.GetBytes(
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_configFile = Encoding.ASCII.GetBytes(
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$"screen_resolution \"{
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$"screen_resolution \"{width}x{height}\"\n"
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_resolutions[(int)_settings.InternalAspect].X * _settings.ScaleFactor / 3}x{
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// we need the core to treat native resolution as 4:3 aspect,
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_resolutions[(int)_settings.InternalAspect].Y * _settings.ScaleFactor / 3}\"\n"
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// that ensures FOV is correct on higher resolutions
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+ $"render_aspect {renderAspect}\n"
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+ $"render_aspect {(int)(_settings.InternalAspect == AspectRatio.Native
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? AspectRatio._4by3
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: _settings.InternalAspect)}\n"
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+ $"render_wipescreen {(_syncSettings.RenderWipescreen ? 1 : 0)}\n"
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+ $"render_wipescreen {(_syncSettings.RenderWipescreen ? 1 : 0)}\n"
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+ "boom_translucent_sprites 0\n"
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+ "boom_translucent_sprites 0\n"
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+ "render_stretch_hud 0\n"
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+ "render_stretch_hud 0\n"
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