First post, by MiniMax
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- Moderator
I have noticed that many DOSBox users have problems getting their games to run in full-screen mode. It seems very much like a hit-and-miss affair?
The switch from 'fullwidth'/'fullheight' to 'fullresolution' in 0.62(?) probably do not help either, since searching the forum either turns up incorrect answers (for fullwidth/fullheight) or no answers att all (for fullresolution).
Looking at the configuration can also be confusing:
[sdl]
# fullscreen -- Start dosbox directly in fullscreen.
# fulldouble -- Use double buffering in fullscreen.
# fullfixed -- Don't resize the screen when in fullscreen.
# fullresolution -- What resolution to use for fullscreen, use together with fullfixed.
# output -- What to use for output: surface,overlay,opengl,openglnb,ddraw.
# hwscale -- Extra scaling of window if the output device supports hardware scaling.
# autolock -- Mouse will automatically lock, if you click on the screen.
# sensitiviy -- Mouse sensitivity.
# waitonerror -- Wait before closing the console if dosbox has an error.
# priority -- Priority levels for dosbox: lower,normal,higher,highest.
# Second entry behind the comma is for when dosbox is not focused/minimized.
# mapperfile -- File used to load/save the key/event mappings from.
fullscreen=false
fulldouble=false
fullfixed=false
fullresolution=1024x768
output=surface
hwscale=1.00
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper.txt
[render]
# frameskip -- How many frames dosbox skips before drawing one.
# aspect -- Do aspect correction.
# scaler -- Scaler used to enlarge/enhance low resolution modes.
# Supported are none,normal2x,advmame2x,advmame3x,advinterp2x,interp2x,tv2x.
frameskip=0
aspect=false
scaler=normal2x
I am sure it makes sense from a developers view to separate the settings into an SDL-section and an Render-section, but for the end-user it does not make sense. Or?
E.g. if the Render has to do with the quality of the graphics (scaler + aspect), would it not also make sense to move the 'fulldouble' setting into the Render section?
Similar, why not split the 'autolock' and 'sensivity' into a separate Mouse-section? Or at least lump them together with 'mapperfile' into an IO-section?
And - while we are at it - 'fullscreen', 'waitonerror' and 'priority' should be moved to the DOSBox-section.
After all this, the SDL-section can be renamed to '[ screen ]' and be trimmed down to just:
[screen]
# fullfixed -- Don't resize the screen when in fullscreen.
# fullresolution -- What resolution to use for fullscreen, use together with fullfixed.
# output -- What to use for output: surface,overlay,opengl,openglnb,ddraw.
# hwscale -- Extra scaling of window if the output device supports hardware scaling.
fullfixed=false
fullresolution=1024x768
output=surface
hwscale=1.00
Expand on the comments (because I still do not understand their relations) and perhaps more gamers will be able to enjoy their games in true fullscreen mode.
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