VOGONS


First post, by SoftCat

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On the monitor Dell E228WFP a ratio of the sides 16:10. In DOSBox in a full screen mode image proportions are distorted. Can be it makes sense to save proportions from those reasons that on the LCD-monitor a pixel square.

Reply 1 of 16, by leileilol

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Because resolution= is most likely set to 'original' which leads to the monitor doing the stretching. Try resolution=0x0 and aspect=true with output that's not surface

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Reply 2 of 16, by SoftCat

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Thanks you for the answer. I have made and at me the same small image, as well as in a window has turned out. It would be desirable to increase the linear image sizes at least twice.
After all almost any video player in a full screen mode on any LCD-monitor deduces the image with the correct proportions. So, it can be made and in DOSBox.
And in very many Dendy emulators there are options: x2, x4..., which allow to increase image sizes in a window accordingly in 2 and in 4 times.

Reply 3 of 16, by robertmo

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have you tried all output modes? what is your gfx card?

Reply 4 of 16, by VileR

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SoftCat wrote:

It would be desirable to increase the linear image sizes at least twice.

scaler=normal2x or normal3x

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Reply 5 of 16, by SoftCat

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robertmo wrote:

have you tried all output modes? what is your gfx card?

My graphic card is NVIDIA GeForce 8800 GTS. I tried to experiment parameters: fullresolution, aspect, scaler. I launched old CGA, EGA and VGA games. These are modes 320x200, 640x350 and 640x480. In a full screen mode or the small image at screen center (at fullresolution=0x0), or proportions are distorted.

Reply 6 of 16, by SoftCat

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VileRancour wrote:

scaler=normal2x or normal3x

Thanks, it work, but not in all modes.

Reply 8 of 16, by SoftCat

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Dominus wrote:

Did you experiment with the output setting?

Yes, I tried all values for output (surface, overlay, opengl, openglnb and ddraw). It doesn't help.
On other LCD-monitors ViewSonic VP930 and NEC 1770GX wrong proportions too turn out. But at them resolution 1280x1024 and a ratio of the sides 5:4. But 5:4 instead of 4:3 it is visually almost imperceptible if not to look narrowly. I consider that it is a shared problem of LCD-monitors. It seems to me that for them it is necessary to pass in such mode in which physical pixels coincide with logical (on all LCD-monitors pixels have the square form) and interpolation to do by means DOSBox on a low level.

Reply 9 of 16, by Mau1wurf1977

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[sdl] fullscreen=true fullresolution=0x0 output=opengl […]
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[sdl]
fullscreen=true
fullresolution=0x0
output=opengl

[render]
aspect=true
scaler=normal3x

This should give you an almost perfect picture...

If this looks weird to you, maybe take a picture (with a camera) or describe what you think looks wrong?

Reply 10 of 16, by SoftCat

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Mau1wurf1977 wrote:
[sdl] fullscreen=true fullresolution=0x0 output=opengl […]
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[sdl]
fullscreen=true
fullresolution=0x0
output=opengl

[render]
aspect=true
scaler=normal3x

This should give you an almost perfect picture...

If this looks weird to you, maybe take a picture (with a camera) or describe what you think looks wrong?

Thank you very much! In games in graphic modes it has given the perfect image. However, in all character modes there was a same problem. In particular, in a mode 80x25 at loading DOSBox.

Reply 11 of 16, by Qbix

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ah yes that is intentional. we have a fixed aspect setting for text modes.

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Reply 12 of 16, by robertmo

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Qbix wrote:

ah yes that is intentional. we have a fixed aspect setting for text modes.

so that letters don't look ugly distorted

Reply 13 of 16, by SoftCat

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I don't see anything ugly in it. I simply want, that DOSBox became better. Moreover, I haven'ted that DOSBox it is in many respects better, than Microsoft Virtual PC. I was simply amazed with that in DOSBox perfectly works Borland Turbo Debugger and trace in it, in particular. And in Microsoft Virtual PC any errors with trace. In DOSBox in emulation of video cards waiting of vertical and horizontal synchronization (ray return motion) perfectly works. And in Microsoft Virtual PC it isn't provided absolutely not.

Reply 14 of 16, by VileR

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robertmo wrote:

so that letters don't look ugly distorted

text modes shouldn't look any uglier or more distorted (when scaled) than graphics modes - like the latter, all one needs to do is use the scalers properly.

of course if the only "correction" is from 640x400 to 640x480 then it would look like ass. Doubling that to 1280x800 and then correcting to x960 already looks much better (with builds that allow it) - it's all in the setup.

SoftCat: if you really need your text modes aspect-corrected, just look up ykhwong's or h-a-l-9000's builds.

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Reply 15 of 16, by SoftCat

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VileRancour wrote:

of course if the only "correction" is from 640x400 to 640x480 then it would look like ass. Doubling that to 1280x800 and then correcting to x960 already looks much better (with builds that allow it) - it's all in the setup.

It is natural. The more small a grid, the more qualitatively interpolation. Generally on LCD-monitors the magnification not in an integer number of times enough looks bad. I don't consider that it is necessary to do an exact ratio of the sides. I simply don't like a stretching in all width on wide-screen monitors. It is better to make good magnification in an integer number of times (taking into account monitor resolution), than exact observance of the aspect ratio.

VileRancour wrote:

SoftCat: if you really need your text modes aspect-corrected, just look up ykhwong's or h-a-l-9000's builds.

Thanks, I don't need. I simply inform that haven'ted.

Reply 16 of 16, by SoftCat

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Mau1wurf1977 wrote:
[sdl] fullscreen=true fullresolution=0x0 output=opengl […]
Show full quote

[sdl]
fullscreen=true
fullresolution=0x0
output=opengl

[render]
aspect=true
scaler=normal3x

This should give you an almost perfect picture...

If this looks weird to you, maybe take a picture (with a camera) or describe what you think looks wrong?

I haven'ted an interesting thing. I put these options from the list above. I experiment with option "machine".
----------------------------
1) machine=svga_s3, a character mode 80x25 (640x400 points): options aspect=true and scaler=normal3x are ignored, the image is simply expanded on all screen.
2) machine=svga_s3, CGA mode 320x200: the option scaler=normal3x is ignored, but the option aspect=true works, the image is inscribed in the screen with saving of proportions.
3) machine=vgaonly, a character mode 80x25 (720x400 points): options aspect=true and scaler=normal3x are ignored, the image is deduced with the original sizes (small).
4) machine=vgaonly, CGA mode 320x200: the option aspect=true is ignored, but the option scaler=normal3x works, the linear image sizes increase in 3 times.
----------------------------
Generally I consider that for a mode 320x200 it would be ideal scaler=normal4x. Simply to increase in 4 times. After all the area with the sizes 1280x800 points will be on the screen of any modern monitor.
For example, it is possible to make still scaler=maxinteger. If in the image 320 columns it is possible to increase safely in 4 times, if 640 columns it is possible to increase safely in 2 times. Has more difficult put is with 720th columns.