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First post, by Smiling Spectre

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What is this "aspect correction" thing? I thinks before, it is the same as "fixed resolution", only not for resizing screen, but for select correct videomode - as it was on DOS. Apparently, I was wrong.

Just yesterday I try to start Flashback under DOSBox 0.71. The results was not that I expected in fullscreen. 😀

In the basic, surface mode, I receive almost square screen in window - and the same screen in the full screen, but centered and with nice blue borders. Any other mode with or without aspect correction gives me the same thing: square screen at right and ugly black rectangle on remained space of monitor.

Is this "aspect correction" thing works only for surface - and used to centering screen, or something wrong with my system?

P.S. "Fixed resolution" works perfect, but gives me too "smoothed" picture - I don't like it much.

Reply 2 of 18, by Smiling Spectre

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So aspect correction don't do stretching, yes? So my two question remains.

1. What do aspect correction?
and
2. Why only "surface" method at least center this square screen, and other modes is not?

Reply 4 of 18, by Smiling Spectre

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wd wrote:

Try a 320x200 game.

I tried already. Many times. 😀 And it seems as "stretching" for me. But I cannot say, that I am good in technical aspects - so I ask that question. Ah, forget it.

Question 2: Do the DOSBox works as intended? If I see "centered" screen in "surface" mode and "left-placed" screen in any other fullscreen mode in Flashback - is it must be so, or something wrong with my system/DOSBox?

Reply 5 of 18, by franpa

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its how the other rendering engines work.

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Reply 6 of 18, by Harekiet

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Aspect correction in "surface" outputmode is slightly limited in that it can only duplicate lines to at least give a fullscreen appearance for old dos resolution that needs vertical stretching. Should probably use a hardware scaling output if and a fixed resolution for it to look okay.

Reply 7 of 18, by MiniMax

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I had hoped it would have been answered by now, but it is not, so I guess I will have to ask:

What is the purpose of "aspect correction"?

I am not interested in "how", I am interested in "why". What is the visual problem that aspect correction is supposed to fix?

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Reply 8 of 18, by wd

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Um someone invented the non-squarepixel 320x200 mode, and if you
render that on a regular mode (windowed say 1024x768) it looks wrong
because there you have square pixels.
Aspect correction stretches the image vertically (if the target output mode
can handle this) so the 320x200 will become 320x240 (nice 4:3 with now-square
pixels) and it looks better depending on the interpolation algorithm.

The "why" is best figured out by drawing a mathematically correct circle
in 320x200, which looks squashed. This is its true look, and when displaying
the same circle in some windowed, non-aspect corrected mode, it's a perfect
circle, which is wrong.
Perfect circles aren't bad, but most games rendered their output so it *looked*
good in 320x200.

Reply 10 of 18, by MiniMax

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Added to the Wiki - http://dosbox.sourceforge.net/wiki/index.php? … render%2Faspect

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Reply 16 of 18, by Zorbid

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wd wrote:

and it looks better depending on the interpolation algorithm.

ScummVM has a simultaneously fast and good looking vertical stretching algorithm that may be of some use in surface mode..
http://scummvm.svn.sourceforge.net/viewvc/scu … 024&view=markup

Reply 17 of 18, by wd

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Thanks for the link, it's bilinear interpolation 😉
The easiest thing to get correct aspect ratios is going fullscreen,
this works just fine for the very most output+windib/directx combinations.

Reply 18 of 18, by Zorbid

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#define	kVeryFastAndUglyAspectMode	0	// No interpolation at all, but super-fast
#define kFastAndNiceAspectMode 1 // Quite good quality with good speed
#define kSlowAndPerfectAspectMode 2 // Accurate but slow code

I was thinking of their "fast and nice" aspect mode, which is visually close to bilinear filtering, but cheats a bit in order to run faster...