First thing… thank you so much for the improvements made in the last version v0.13.3 beta. I have to say I love it. All the options to scale the aspect ratio of retro mode, portrait scaling and all. Thank you!
As I have seen the discussion in the Enhanced Sky topic… the one about the sun’s aspect ratio, I decided to report back to you on this... I have to point out a small detail of which you might be aware... but anyway. I have to stress, it’s a detail only, I am happy with DFU as it is now (using 16:10 retro mode).
I have compared DOSBox vs DFU vs DFU retro 4:3 and I have noticed that indeed DFU is deviating from the original when it comes to aspect ratio of sprites (NPCs, trees, animals)… and as far as I can tell all the geometry in general. In default DFU (same as retro 16:10) everything is a bit fatter than in DOSBox, and in retro 4:3 everything is a bit slimmer than DOSBox. Default DFU is closer to the original though. I attach a visual comparison with a sprite. I am not sure whether the proper fix would be to simply change some constant used when constructing the geometry to make everything a bit taller (including player camera height) or it is near impossible at this stage – potentially affecting doorways, mods replacing sprites or geometry with custom 3D models and so on. Maybe it’s too late to strive for perfection in this… aspect (pun intended).
Spoiler!
Yeah, but then the retro 4:3 would be even slimmer -> farther from the original. To fix that, you would have to switch to 320x240 and 640x480 for the 4:3 retro mode. The other option would be to create a non-square pixel rendering system to keep the 320x200 and 640x400 resolutions for 4:3 screen aspect ratio. However, I would very much like if you would keep the 320x200 and 640x400 for the 16:10 retro mode as I consider it to be a lovely enhancement of the retro look.
Feel free to disregard the above information if you consider it to be unimportant, I am often delving into meaningless details as you must have noticed already.