Completely disable aspect ratio correction?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
printz
Posts: 28
Joined: Sat May 09, 2009 23:09

Completely disable aspect ratio correction?

Post by printz » Tue Feb 26, 2013 18:15

I'd like to play GZDoom without any aspect ratio correction applied. Even though correction makes humanoid sprites have more realistic proportions, it's not so good in hardware rendering when I can look up and down and see how the sectors warp as I look at them. Is it possible to disable it? I have 5:4 and 8:5 displays at home.

For example, I want this to be a circle.

I do admit it looks more stretched on saved screenshot than in-game. Does GZDoom extend the display beyond the viewport when I set "aspect ratio correction" to the same ratio as my display, so in effect it does what I want?

Rachael
Developer
Developer
Posts: 3624
Joined: Sat May 13, 2006 10:30

Re: Completely disable aspect ratio correction?

Post by Rachael » Tue Feb 26, 2013 18:38

You can use the vid_aspect variable to directly control the aspect ratio of all video modes, or you can use vid_nowidescreen to completely force Doom's old aspect ratio at any resolution.

While vid_nowidescreen is the master switch to the whole kit and kaboodles, but if it is turned off vid_aspect is the "submaster switch" so to speak, to override the engine's aspect settings.

vid_aspect at all resolutions:
  • 0=Default (let ZDoom decide)
    1=16:9
    2=16:10
    3=4:3 (same as turning vid_nowidescreen on)
    4=5:4 (overrides vid_tft)
Unfortunately, there is no way to get the pixels any wider on a TFT monitor, you would have to put in a feature request for that, and that would have to be put at the ZDoom forums, not here.
Spoiler: Zen Sarcasm

Gez
Developer
Developer
Posts: 1399
Joined: Mon Oct 22, 2007 16:47

Re: Completely disable aspect ratio correction?

Post by Gez » Tue Feb 26, 2013 19:00

Actually, the values are as follow:
-1: Default
0: 4:3
1: 16:9
2: 16:10
3: 17:10
4: 5:4

Also note that 17:10 is not a real ratio, just an approximation for some mini-PC which have resolutions such as 1024x600. (600x17/10=1020, not 1024. 1024x600 is 128:75, but nobody would remember that.)

Rachael
Developer
Developer
Posts: 3624
Joined: Sat May 13, 2006 10:30

Re: Completely disable aspect ratio correction?

Post by Rachael » Wed Feb 27, 2013 2:35

My data is derived through experimentation that was performed just prior to my post. The wiki is wrong.

I also know because I am the one who coded vid_aspect, myself, and saw exactly the modifications that were made before randy committed it to the ZDoom tree.

The comments on the function "int CheckRatio" in v_video.cpp are misleading, but not incorrect. The engine processes the numbers it outputs differently than what vid_aspect feeds to the function itself; the function will translate it to the numbers that ZDoom uses, which is in fact that list.

I didn't know about 5 though, that must be a recent addition to the code. 5 is 17:10. (And 5 feeds 3 to the engine)
Spoiler: Zen Sarcasm

Gez
Developer
Developer
Posts: 1399
Joined: Mon Oct 22, 2007 16:47

Re: Completely disable aspect ratio correction?

Post by Gez » Wed Feb 27, 2013 8:03

Alright then, updated the wiki.

Locked

Return to “GZDoom”