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Text crispness
Posted: Fri Aug 01, 2014 8:26 am
by eLPuSHeR
Hello.
I know TFT/LCD displays look like shit when you aren't using its native resolution. In my case it's 1920x1080 which I don't use, even for Windows desktop (1440x900). Even if I have a beefy videocard, my other hardware specs aren't that great to be able to play smoothly at native resolution. When playing LoG the text shown in scrolls is somewhat fuzzy and hard to read. I think that maybe using a sans serif font would make things easier on the eyes.
It would be nice if LoG2 would allow to change text font, even if must be done editting an ini file or something.
Best regards.
Re: Text crispness
Posted: Fri Aug 01, 2014 10:52 am
by Dr.Disaster
Changing the font won't help without changing to the native resolution of your TFT/LCD display.
That's the curse of modern flat displays. If you want gfx to look clear you have no other choice in that matter.
Re: Text crispness
Posted: Sat Aug 02, 2014 8:59 am
by eLPuSHeR
Well, I am hoping someone will come up with some better technology someday.
Re: Text crispness
Posted: Sat Aug 02, 2014 10:06 am
by petri
You could also try playing in windowed mode. No scaling artifacts.
Re: Text crispness
Posted: Sat Aug 02, 2014 10:05 pm
by JohnWordsworth
I was just thinking the other day that it could be cool if some games started using one resolution for the world view but the full resolution of your monitor for the UI. I was mainly thinking that gaming on a high DPI display is still such a pain in the backside - my 750M is never going to be able to render anything properly at 2880x1800 so I go down to 1440x900. Unfortunately, the text then gets all blurry (the one bit I think you notice the scaling artefacts the most) so a hybrid solution would be cool.
Re: Text crispness
Posted: Sun Aug 03, 2014 10:59 am
by eLPuSHeR
I think a hybrid resolution isn't possible but for me running Grimrock at 1440x900 is pretty acceptable for text.
Re: Text crispness
Posted: Sun Aug 03, 2014 11:37 am
by JohnWordsworth
Oh no, it's not possible in any games at the moment - I was just theorising

.
A bunch of iPad games do it though I'm sure.
Re: Text crispness
Posted: Mon Aug 04, 2014 7:48 am
by Sol_HSA
JohnWordsworth wrote:Oh no, it's not possible in any games at the moment - I was just theorising

.
A bunch of iPad games do it though I'm sure.
Um, I'm pretty sure plenty of games do that all the time. Heavy rendering is done to an offscreen buffer at a lower resolution and then scaled up to the screen resolution at end (this is how you get the strange resolutions reported by some console games). Overlaying UI over said upscaled image shouldn't be a problem.. what IS a problem is having to design the UI separately for every resolution and aspect ratio you want to support =)
Re: Text crispness
Posted: Mon Aug 04, 2014 2:37 pm
by Dr.Disaster
Sol_HSA wrote:JohnWordsworth wrote:Oh no, it's not possible in any games at the moment - I was just theorising

.
A bunch of iPad games do it though I'm sure.
Um, I'm pretty sure plenty of games do that all the time. Heavy rendering is done to an offscreen buffer at a lower resolution and then scaled up to the screen resolution at end (this is how you get the strange resolutions reported by some console games). Overlaying UI over said upscaled image shouldn't be a problem.. what IS a problem is having to design the UI separately for every resolution and aspect ratio you want to support =)
One display means one resolution. If it seems like you got a high-res and a low-res part on screen the display runs in high-res while the system soft-renders the low-res part as Sol_HSA stated. This can save a lot of GPU time but the result's quality is .. well .. low-res
Yet gfx addicts - who of course got the proper hardware - go the other way round: they set up their gfx driver to render in ultra-high resolution and then let it scale the result down to the display's resolution.
Re: Text crispness
Posted: Mon Aug 04, 2014 8:53 pm
by JohnWordsworth
Sol_HSA wrote:Um, I'm pretty sure plenty of games do that all the time. Heavy rendering is done to an offscreen buffer at a lower resolution and then scaled up to the screen resolution at end (this is how you get the strange resolutions reported by some console games). Overlaying UI over said upscaled image shouldn't be a problem.. what IS a problem is having to design the UI separately for every resolution and aspect ratio you want to support =)
Ah! It was only really meant as a quick throwaway comment but I guess I should've been more specific...
I have yet to see a PC game that lets you specify one resolution for the UI and an alternative resolution for the 3D render target. While a bunch of games might do this (as you say, console games and iPad games specifically) I don't think it's yet possible to actually specify the resolutions you want. It would be useful, however, if some games allowed you to hack this in using a config file for gaming on my Retina MacBook Pro, where I often find games where either (a) the UI shows tiny, tiny text, due to using a fixed sized 12px font which is then rendered in the corner of a 2880x1800 view or (b) games where I can't run the 3D view at 1800p but, as they are text heavy, I'd like to have the game world rendered at 900p and upscaled at 2x and then the UI overlayed at the full native-resolution so that it's more readable.
If you know of any games that do offer this as an option, I would love to know what they are so that I can try it out!