Force widescreen aspect ratio?

edited 2015 Mar 21 in Technical Support
I run Doomsday on a 1920x1080/16:9 resolution.

One of the first things I noticed on Doomsday in comparison to other source ports, like GZDoom, is that the screen is stretched from its native 4:3 ratio to fit the configured resolution.

I've uploaded two screenshots of the same screen in both source ports to illustrate this:

GZdoom:
http://i.imgur.com/ggqoZRf.jpg

Doomsday:
http://i.imgur.com/3GKVlZu.jpg

Playing with the pixels stretched to 16:9 makes me dizzy when i'm traversing the map, is there a way to achieve a similar display to the GZDoom screenshot?

Comments

  • i have not noticed that at all but now that i think about it, it's similar to the 3d model problem where it's too low witch is the result of the screen going by the stander square and then zooming it till it fits.
  • sylandro wrote:
    Playing with the pixels stretched to 16:9 makes me dizzy when i'm traversing the map, is there a way to achieve a similar display to the GZDoom screenshot?
    There is a way to configure this, yes. The cvars "menu-stretch" and "rend-hud-stretch" control the aspect stretching for the menu and the HUD sprites, respectively.


    This should achieve what you're looking for (type into Doomsday's console prompt):
    menu-stretch 1
    rend-hud-stretch 1
    
  • skyjake, I saw the latest 1.15 build that adds the aspect ratio options in the Display options. I have a much better aspect ratio now. =D>

    I also set my FOV to 107, since that's what GZDoom is using by default, judging by the screenshot comparison (?).

    This is the final result:

    GZdoom:
    http://i.imgur.com/ggqoZRf.jpg

    Doomsday:
    http://i.imgur.com/YVCBfNR.jpg

    There's one tiny more detail i'm perceiving when comparing both screenshots. It could be my imagination, though.

    Aren't the Megasphere, the torches and the rest of sprites wider on Doomsday? Is it because of the pixel ratio? I see that even with the 1:1 aspect ratio the pistol is a little bit wider than what I see on GZdoom. Not that it bothers me, but out of curiosity, are all pixels wider on Doomsday?
  • sylandro wrote:
    Aren't the Megasphere, the torches and the rest of sprites wider on Doomsday? Is it because of the pixel ratio? I see that even with the 1:1 aspect ratio the pistol is a little bit wider than what I see on GZdoom. Not that it bothers me, but out of curiosity, are all pixels wider on Doomsday?
    This is a result of 3D perspective projection and the way the 2D sprites are aligned with respect to the camera. Doomsday defaults to a "natural" projection where the sprites get affected by the perspective the same way as all the other geometry, when you're standing still and looking around.


    This is configurable, too. You can change the settings in Renderer Appearance > Sprites > Sprite Alignment (or with the "rend-sprite-align" cvar; set it to 1). However, the sprites will then no longer reflect the 3D perspective in any way, e.g., when looking up and down they still stay looking the same.
  • Thanks for the explanation.

    Overall, I prefer how Doomsday renders the display. It adds a lot to the atmosphere while playing the original game.
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