[Idea? Feature suggestion?] Correct aspect ratio outside retro rendering
Posted: Mon May 17, 2021 11:55 pm
What it says in the title. I love playing with retro rendering, because I like the chunky pixel goodness, but sometimes, I just would like to play Daggerfall in my native resolution. The only problem with this, is that only retro rendering fixes the aspect ratio of the graphics. Native modern rendering looks nice and crisp, but all the graphics look squashed, because they weren't meant to be displayed at their native resolution with square pixels.
Are there any plans to implement "proper" scaling for 2D graphics outside retro rendering? And this sort of request/observation/whatever, applies to the intrusive non-fullscreen HUD (which is what I use), because even on retro rendering with free scaling option turned on, the HUD doesn't actually display correctly either.
See examples:
Classic Daggerfall with proper 4:3 aspect ratio:
Daggerfall Unity with retro rendering at 640x480 and UI free scaling:
Side-by-side comparison (left: classic, right: DFU):
I know this has been brought up before (here, for example), and I would like to know if anything can be done about it as well, since I'd honestly rather play at high resolutions for the visibility, but conserve the intended look of the overworld sprites and HUD.
Are there any plans to implement "proper" scaling for 2D graphics outside retro rendering? And this sort of request/observation/whatever, applies to the intrusive non-fullscreen HUD (which is what I use), because even on retro rendering with free scaling option turned on, the HUD doesn't actually display correctly either.
See examples:
Classic Daggerfall with proper 4:3 aspect ratio:
Daggerfall Unity with retro rendering at 640x480 and UI free scaling:
Side-by-side comparison (left: classic, right: DFU):
I know this has been brought up before (here, for example), and I would like to know if anything can be done about it as well, since I'd honestly rather play at high resolutions for the visibility, but conserve the intended look of the overworld sprites and HUD.