<p>Check this checkbox to enter full screen mode.</p>
<p>Alternatively, you can use a hotkey (Alt+Enter by default) or a double-click (if the "Switch fullscreen by double-click" option is enabled in <aclass="rvts18"href="GUI.html">GUI options</a>).</p>
<p>Sets the image size during full screen mode. By default this is automatically set to match current display resolution. You can change the resolution by entering different values.</p>
<p>- Scale2x/3x just attempts to render out the corners of the pixels to make them look a bit rounder. "2x" means two times bigger than 1x1 and "3x" means three times bigger than 1x1.</p>
<p>- Hq2x/3x does a much better job than scale2x/3x by smearing the pixels together with a slight blur. However, Hq2x/3x requires a faster computer for decent speed (at least 1 GHz and above). "2x" means two times bigger than 1x1 and "3x" means three times bigger than 1x1.</p>
<p>- NTSC 2x simulates visual artifacts that are produced by analog (composite) video sygnal that the real console generates.</p>
<p>- Prescale2x/3x/4x upscales the source picture using a pixel based (nearest neighbor) algorithm, that allows to change the level of interpolation, applied when using hardware acceleration.</p>
<p>Takes the image size and multiples the X and Y by a specific amount. You can also change these by clicking and dragging the border of the FCEUX window.</p>
<p>This is checked by default, so FCEUX will automatically maintain correct aspect ratio for any size of the window. If you uncheck this, the image will be stretched to fill the whole window area.</p>
<p>When window size is wider or taller than image size, empty areas of the window are colored black by default. Checking this option will color these areas according to current "background" color of NES palette.</p>
<p>This is checked by default, so FCEUX will limit the max size of the image to make all pixels share the same width/height. If you uncheck this, the image will be stretched to fill the whole width or height of the window area.</p>
<p>If enabled, 8 pixels from each side of the windows will be removed. Some NES games show grapical artifacts on the sides of screen when scrolling (on real hardware too!), so you may hide those artifacts by checking the option.</p>
<p>On real NES hardware, more than 8 sprites on the screen causes flickering. Enabling this option can reduce flickering by allowing more sprites to be visible at once. But if you prefer to stay "true" to NES hardware, this should not be checked, because some games rely on the limitation.</p>
<pclass="rvps2"><spanclass="rvts13">Created with the Personal Edition of HelpNDoc: </span><aclass="rvts14"href="http://www.helpndoc.com/feature-tour/iphone-website-generation">Create iPhone web-based documentation</a></p>