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Pros and Cons of Higher Screen Resolution
manny8742
Member #10,415
November 2008

Hi, Could you give me some good and bad things about having a higher screen resolution in my game? I had it at 640x480, but I moved it up to 1024x768 (my screen's resolution) and it looks much better except things are smaller, which I expected. Thanks.

Arthur Kalliokoski
Second in Command
February 2005
avatar

Things are more like they are now than they've ever been before...

Seriously, you should expect a drop in frame rate, if it's still 60+ fps don't worry about it.

They all watch too much MSNBC... they get ideas.

manny8742
Member #10,415
November 2008

Things are more like they are now than they've ever been before...

Ok...

Quote:

Seriously, you should expect a drop in frame rate, if it's still 60+ fps don't worry about it.

But other than that it is fine?

Arthur Kalliokoski
Second in Command
February 2005
avatar

Well, if you like a retro look, that's ok to back off resolution too.

They all watch too much MSNBC... they get ideas.

manny8742
Member #10,415
November 2008

Ok thanks for the help. One more things. What if someone has a lower screen resolution? What would happen? Would it crash?

Swampert
Member #10,774
March 2009
avatar

It wouldn't crash. It would look ALOT different though. The terrain, sprites, and everything else would be larger and probably more pixelated/

count
Member #5,401
January 2005

Only if their monitor is able to show that resoloution. And if it does I don't see any reason why things should be larger. ???

Thomas Harte
Member #33
April 2000
avatar

Whether it crashes or not will depend on your code. If a graphics card or monitor can't show a particular resolution and is correctly reporting its supported modes back down to user space, then Allegro will be unable to set the mode, and set_gfx_mode will give the appropriate return result. In ye olde ancient history, it was possible that trying to set an invalid mode would result in an unstable or unrecognisable image, but all that should be long since banished.

If you end up having to set a lower resolution and you're using pixel-based graphic resources, then obviously you'll either need to substitute lower resolution graphics or accept that all your graphics will take up a greater percentage of the screen than they otherwise would have done.

Kris Asick
Member #1,424
July 2001

In today's age of LCD monitors, the best looking program will always run at the native resolution of the user's monitor.

However, this can be as high as 1920x1200 now... which is also a widescreen resolution.

When working with non-accelerated graphics and Allegro, you have two options when making a game. You can opt to build your game around a specific resolution, or you can allow the user to choose their resolution and arrange your graphics dynamically to the resolution selected.

If you limit your game to a specific resolution it's extremely important that you choose common resolutions, such as 640x480 and 800x600. I don't know a single system once the Pentium processor was invented that couldn't handle those. Going lower than 640x480 is generally a bad idea anymore unless you run in a window. Most machines can handle 1024x768 too.

If you allow the user to select a resolution, you have to remember that everything looks smaller when the resolution is higher, unless the graphics are scaled. Without hardware acceleration though, scaling can look really ugly or will otherwise be fairly slow.

Or, you can opt for hardware acceleration, at which point the boundaries of the screen become arbitrary values and you can thus do all sorts of things and still have the game look correct at any resolution.

The only convention with resolution that's remained constant is that the higher the resolution you run, the lower your maximum framerate will be, and that's about it.

--- Kris Asick (Gemini)
--- http://www.pixelships.com

BAF
Member #2,981
December 2002
avatar

I will only launch your game once if it runs full screen at anything except my desktop resolution. If the game is good enough I may give it a second chance if there's a configuration option, but it has to be damn good. So, in short, windowed mode with the opt-in option for full screen is best, IMO.

Neil Black
Member #7,867
October 2006
avatar

BAF said:

So, in short, windowed mode with the opt-in option for full screen is best, IMO.

I need to start remembering that. I've got to get the idea of full screen as a default out of my head.

Slartibartfast
Member #8,789
June 2007
avatar

I usually prefer full screen to windowed.

My favorite way of handling multiple resolutions is to switch to the current desktop resolution, and if it is bigger than the resolution the game was meant to be played in, then just draw to a centered rectangle of the correct size. (Which is exactly what you'd get if you set your monitor's scaling option to "center desktop")

Depending on game, you might also get away with just showing more stuff (like DF started supporting in some recent version).

BAF
Member #2,981
December 2002
avatar

Oh, I like full screen mode. I just hate small resolutions resizing/rearranging/etc my other windows. I prefer to be able to select full screen and my native resolution at the same time, and having everything be good.

Tobias Dammers
Member #2,604
August 2002
avatar

Two things to consider with today's hardware:
- Each LCD monitor has a native resolution, and everything that is not the native resolution or one that evenly divides it, looks like crap. If the native resolution is 1280 x 960, then 640 x 480 looks good, likewise for 1600 x 1200 with 800 x 600.
- Back when everything was better, 4:3 was the only physical screen aspect ratio you could expect. Today you need to accommodate 4:3 (most desktop machines), 16:10 (many notebooks), and 16:9 (most widescreen TV displays, and many notebooks). The good thing, though, is that you can expect the native resolution to have square pixels, that is, the logical aspect ratio is the same as the physical one; also, most users that care about these things have their desktop resolution set to their hardware's native resolution.

---
Me make music: Triofobie
---
"We need Tobias and his awesome trombone, too." - Johan Halmén

Arthur Kalliokoski
Second in Command
February 2005
avatar

I bought my current computer two months ago along with a 1330 x 768 flatscreen monitor. Windows safe mode and Linux without the Nvidia binary blob driver show the GUI desktop as "stretched" out of shape. Due to paranoia from working with mode 19 in DOS caused me to be careful about aspect ratios, but I still come across errors in my old programs now, such as this non-centered Mandelbrot set. (I was surprised the window adopted the aspect ratio though)

{"name":"598562.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/a\/3acec48ffc9a61d3c7483c003c80c3a4.jpg","w":410,"h":233,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/a\/3acec48ffc9a61d3c7483c003c80c3a4"}598562.jpg

Moral: ALWAYS try to test on all hardware you can get your hands on. I'll try it again in safe mode (stretched) soon as my roomie loads this winduhs up with spyware as fast as he can find "social networks".

They all watch too much MSNBC... they get ideas.

Neil Walker
Member #210
April 2000
avatar

Radical suggestion. If you find 640x480 too low a resolution and 1024x768 too high, you could always try 800x600 ;)

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie

Tobias Dammers
Member #2,604
August 2002
avatar

you could always try 800x600

Yes, but that will only look OK on CRT screens or LCDs with a native resolution of 1600 x 1200 (or 2400 x 1800, or 3200 x 2400, etc.). Or on an 800 x 600 netbook screen.

---
Me make music: Triofobie
---
"We need Tobias and his awesome trombone, too." - Johan Halmén

Neil Walker
Member #210
April 2000
avatar

My size is consistent with the 4:3 ratio of the two he previously mentioned :)

Widescreen support should be based on the game, for example platformers or games where knowing what is offscreen could be a benefit should not support different widths. Of course without scaling 800 and 1024 gives you more than 640 but scaling sprites is up to him.

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie

Anomie
Member #9,403
January 2008
avatar

BAF said:

... windowed mode with the opt-in option for full screen is best, IMO.

How do you feel about programs that start windowed, and play music or sounds?

______________
I am the Lorax. I speak for the trees. I speak for the trees for the trees have no tongues.

Thomas Harte
Member #33
April 2000
avatar

Though I'm an extreme hardliner about most things, I always found that watching DVDs fullscreen is fine and recently discovered that World of Goo is similarly completely engrossing fullscreen, even though I'm aware that it isn't using my native resolution if I stop to pay attention. I guess it's because the style of graphics they employ doesn't lend itself to harsh edges, so upscaling doesn't tend to introduce false signals. It's like if you create a 10Hz signal and then upsample it to 15Hz, it'll sound pretty rough. If you create a 2Hz signal and upsample it to either 10Hz or to 15Hz, it'll sound much the same.

Something I detest is games that specifically and deliberately stretch their output to fullscreen irrespective of the output ratio. I know for a fact that my computer won't do this unless the programmer makes that explicit request (which, I accept, isn't true of all computers, but is certainly true of mine), and it just makes everything look so incredibly poor that I find it a real barrier to playing a game.

Kris Asick
Member #1,424
July 2001

Actually, if the native resolution of an LCD monitor is high enough, and the resolution you run your software at is low enough, the blurring between pixels as the image is rendered isn't too bad. So long as the native resolution is high enough, and the assigned resolution is small enough that at least 1 pixel in each direction is a solid colour instead of blurred, then there's not too much to worry about. (IE: With 1680x1050 monitors, the horizontal must be 1120, 840 or less, and the vertical must be 700, 525 or less.)

My current project forces 640x480 but I have seen it running on both 1680x1050 and 1920x1200 monitors. Thanks to the way my game is designed graphically, it actually looks OK scaled up to these resolutions by driver, especially at 1920x1200 which is exactly 3 times the horizontal and 2.5 times the vertical. And it can always run windowed. It also has a 2x windowed mode, running 1280x960, for people with massive desktops who don't want to run full-screen.

BTW: BAF, Allegro closes full-screen video modes below desktop res fairly well. I rarely run into the issue of stuff being mispositioned afterwards. There are some exceptions, generally programs which greatly customize their windows, such as instant messaging programs, so I just close such programs before running a full-screen app. I make it a point to allow screen modes to be adjusted with the push of a button in my apps. I'll probably also add ALT-ENTER shortcut support from now on too. ;)

--- Kris Asick (Gemini)
--- http://www.pixelships.com

Neil Walker
Member #210
April 2000
avatar

Something I detest is games that specifically and deliberately stretch their output to fullscreen irrespective of the output ratio

My video driver (nvidia gforce 8400) has an option of whether to stretch or not to stretch when displaying fullscreen and the default is to stretch.

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie

BAF
Member #2,981
December 2002
avatar

Anomie said:

How do you feel about programs that start windowed, and play music or sounds?

If it is a game? Fine. If it is an office app? No way.

BTW: BAF, Allegro closes full-screen video modes below desktop res fairly well. I rarely run into the issue of stuff being mispositioned afterwards. There are some exceptions, generally programs which greatly customize their windows, such as instant messaging programs, so I just close such programs before running a full-screen app. I make it a point to allow screen modes to be adjusted with the push of a button in my apps. I'll probably also add ALT-ENTER shortcut support from now on too.

Windows 7 seems to be better in this regard, but it is still unacceptable. It messes up desktop icons too (again, Windows 7 seems to handle it better, but I'ev only tested it once).

The bottom line is it screws up my workflow. I'm not going to close out stuff just to run your game, so if it isn't implemented in a way I think intelligent, I just won't play it.

Kris Asick
Member #1,424
July 2001

Well, the video mode settings in my game are saved so if it screws everything up once it won't do it a second time once you put it into windowed mode. ::)

It's also most likely going to be my last non-accelerated game, at which point every future hardware accelerated game I make will run at desktop res by default. :P

--- Kris Asick (Gemini)
--- http://www.pixelships.com

BAF
Member #2,981
December 2002
avatar

Well, I said if the game was good I'd play it again if it had an option to fix the video mode, so your games would be safe. :P

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