Difference between revisions of "Glossary:Widescreen resolution"
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! style="min-width: 100px" | Method !! Description | ! style="min-width: 100px" | Method !! Description | ||
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− | | Hor+ || The game view expands on each side as the aspect ratio widens without losing any from the top or bottom. | + | | '''Hor+''' || The game view expands on each side as the aspect ratio widens without losing any from the top or bottom. |
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− | | | + | | '''Anamorphic'''<br>''Letterboxed''<br>''Pillarboxed'' || The game has a fixed aspect ratio (usually 16:9); other aspect ratios are either letterboxed (horizontal black bars on top and bottom) if wider than the target aspect ratio, or pillarboxed (vertical black bars on left and right) if more narrow. |
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+ | For example, a game targeting 16:9 will be letterboxed on a 16:10 monitor, while on a 21:9 monitor it will be pillarboxed. | ||
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− | | | + | | '''Pixel-based''' || Visible area depends on the resolution rather than the aspect ratio, with higher resolutions showing more at once. |
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− | | | + | | '''Stretch''' || The game stretches to fit the widescreen aspect ratio, resulting in fat characters and other visual problems. |
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− | | | + | | '''Vert-''' || The game view is cropped at the top and bottom, resulting in a decreased vertical field of view. |
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− | | | + | | '''Vert+''' || The game view expands the left and right sides if the aspect ratio is wider than the main aspect (16:9 for example) and if narrower than that, the sides are locked to the specific aspect ratio and the top and bottom is extended. |
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Revision as of 15:55, 25 August 2018
Graphics and video
Resolutions
Video settings
- Field of view (FOV)
- Windowed / borderless fullscreen
- Anisotropic filtering (AF)
- Anti-aliasing (AA)
- High-fidelity upscaling
- Vertical sync (Vsync)
- Frame rate (FPS)
- High dynamic range (HDR)
- Ray tracing (RT)
- Color blind mode
Hardware
For a list of games, see List of games that support widescreen resolution.
Widescreen resolutions are resolutions that are of a 16:9 (1.78:1; more common) or 16:10 (1.60:1; slightly less common) aspect ratio. The majority of computer monitors and TV's produced today are widescreen, and thus feature a native widescreen resolution. Widescreen resolutions can cause problems with older games that were built for a 4:3 (1.33:1) screen, resulting in either a stretched screen or black bars of unused screen space. Most games today will feature built in support for widescreen resolutions, while some games may require tweaking to force such a resolution.
If a full-screen game is rendered at the wrong aspect ratio, the effects vary based on the monitor. Some may stretch the image, while others may instead pillarbox. Use GPU scaling to override monitor behaviour.
- A further 21:9 (2.37:1) aspect ratio exists. For more information on this, see ultra-widescreen.
Widescreen behavior
Method | Description |
---|---|
Hor+ | The game view expands on each side as the aspect ratio widens without losing any from the top or bottom. |
Anamorphic Letterboxed Pillarboxed |
The game has a fixed aspect ratio (usually 16:9); other aspect ratios are either letterboxed (horizontal black bars on top and bottom) if wider than the target aspect ratio, or pillarboxed (vertical black bars on left and right) if more narrow.
For example, a game targeting 16:9 will be letterboxed on a 16:10 monitor, while on a 21:9 monitor it will be pillarboxed. |
Pixel-based | Visible area depends on the resolution rather than the aspect ratio, with higher resolutions showing more at once. |
Stretch | The game stretches to fit the widescreen aspect ratio, resulting in fat characters and other visual problems. |
Vert- | The game view is cropped at the top and bottom, resulting in a decreased vertical field of view. |
Vert+ | The game view expands the left and right sides if the aspect ratio is wider than the main aspect (16:9 for example) and if narrower than that, the sides are locked to the specific aspect ratio and the top and bottom is extended. |
Common resolutions
- The below table lists common resolutions for 16:9 and 16:10 side-by-side, as well as what they're commonly known as.
- An alternative way of referring to resolutions is by their vertical resolution, so 2160p refers to 3840x2160, while 1080p refers to 1920x1080.
- Based on data gathered by the Steam Hardware & Software Survey.
16:9 | 16:10 | Comment |
---|---|---|
3840 x 2160 | 3840 x 2400 | Known as Ultra HD or 4K resolutions. For more information, see 4K Ultra HD. |
2560 x 1440 | 2560 x 1600 | Known as QHD (Quad High Definition) resolutions |
1920 x 1080 | 1920 x 1200 | Known as Full HD or 2K resolutions. |
1600 x 900 | 1680 x 1050 | 1600x1000 (16:10) also exists, but 1680x1050 is more common. |
1536 x 864 | 1440 x 900 | |
1366 x 768 1360 x 768 |
- | Two common resolutions close to, but not exact, 16:9 ratio. |
1280 x 720 | 1280 x 800 | Known as HD Ready resolutions. |