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=falsefulldouble=falsefullfixed=falsefullresolution=1024x768output=surfacehwscale=1.00autolock=truesensitivity=100waitonerror=truepriority=higher,normalmapperfile=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=0aspect=falsescaler=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=falsefullresolution=1024x768output=surfacehwscale=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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