![]() However, a simple thought experiment will show that even if they hardly care at all then it will still almost certainly nonetheless be worth taking the time to fix the problem.Ĭonsider the fact that players often spend many hours in front of the game screen and thus any visual unpleasantness of the game (such as stretch distortion) will be continually present over a large span of time, thus causing those distortions’ negative impact on the experience to be amplified. Now you might be thinking, who cares? Do players really care that much about stretching? Well, maybe they do and maybe they don’t. Worse still, if the player chooses a stretched resolution and doesn’t realize it, then they may believe that the stretching is an inherent part of your artwork and thus their opinion of your work and their gameplay experience may suffer. The player also has to waste time doing something that could have very easily been automated. This is not something the player should really have to do.Ī player may not even know what an aspect ratio is, how to calculate it, or why it’s important. If the aspect ratio corresponding to each resolution is not displayed, then any player who wants to choose a resolution which doesn’t cause stretching will have to manually calculate the aspect ratio of each resolution, such as by using a hand calculator for example. Anytime a computer display is set to a resolution which does not share the same aspect ratio as its native resolution then stretching in either the width or height dimension may occur, unless the sides of the screen are also clipped (i.e. That’s all well and good of course, but something important is frequently missing from the displayed info: aspect ratio.Īn aspect ratio, for those unfamiliar, is the ratio of width to height of a computer screen’s resolution (width / height). The list will typically enumerate a number of different resolutions such as 640×480, 800×600, 1280×720, and so on. Many games (especially PC based games) will present the user with a list of resolutions to choose from somewhere within a graphics settings screen. It is somewhat surprising how often many game developers seem to not pay sufficient attention to the proper presentation of screen resolution choices with respect to aspect ratio in the settings screens (a.k.a.
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