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Difference between revisions of "Glossary:Scaling"

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{{Image|Scaling no scaling.png|Cave Story using No Scaling.}}
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{{ii}} Also known as '''widescreen behavior''' as it is often used to describe to how the field of view in a game changes in relation to the aspect ratio of the monitor, commonly in relation to wider aspect ratios than the game targets (so 4:3 games on a 16:9 monitor, or 16:9 games on a 21:9 monitor).
 
{{ii}} Also known as '''widescreen behavior''' as it is often used to describe to how the field of view in a game changes in relation to the aspect ratio of the monitor, commonly in relation to wider aspect ratios than the game targets (so 4:3 games on a 16:9 monitor, or 16:9 games on a 21:9 monitor).
 
{{mm}} The most optimal, and preferred, scaling behaviors are '''Preserve Image Aspect''' (Hor+/Vert+) for modern high definition games, and '''Pixel-perfect''' for games that focuses on lower resolutions or retro-based art styles.
 
{{mm}} The most optimal, and preferred, scaling behaviors are '''Preserve Image Aspect''' (Hor+/Vert+) for modern high definition games, and '''Pixel-perfect''' for games that focuses on lower resolutions or retro-based art styles.
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<gallery>
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Scaling preserve full image anamorphic.png|Cave Story using Preserve Full Image / Anamorphic scaling.
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Scaling preserve image aspect hor+.png|Cave Story using Preserve Image Aspect scaling (Hor+ in this case).
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Scaling preserve aspect only vert-.png|Cave Story using Preserve Aspect Only scaling (Vert- in this case).
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Scaling pixel-based.png|Cave Story using pixel-based scaling.
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Scaling pixel-perfect integer-ratio scaling.png|Cave Story using pixel-perfect scaling (integer-ratio scaling).
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Scaling stretch.png|Cave Story using Stretch scaling.
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Scaling no scaling.png|Cave Story using No Scaling.
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</gallery>

Revision as of 20:14, 25 August 2018

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Cave Story using No Scaling.
Cave Story using No Scaling.
Also known as widescreen behavior as it is often used to describe to how the field of view in a game changes in relation to the aspect ratio of the monitor, commonly in relation to wider aspect ratios than the game targets (so 4:3 games on a 16:9 monitor, or 16:9 games on a 21:9 monitor).
The most optimal, and preferred, scaling behaviors are Preserve Image Aspect (Hor+/Vert+) for modern high definition games, and Pixel-perfect for games that focuses on lower resolutions or retro-based art styles.
Older games from the 90s and early 2000s are typically designed for a 4:3 aspect ratio, while newer games are typically designed for a 16:9 aspect ratio.
Method Description
Preserve Full Image
Anamorphic

Letterboxed
Pillarboxed
Aspect Ratio
Fit
Stretches as large as possible, but maintains a fixed aspect ratio (usually 4:3 for older games and 16:9 for newer games) on resolutions of other aspect ratios by filling black bars as necessary in either pillarbox (vertical black bars on left and right) if the fixed aspect ratio is narrower or letterbox (horizontal black bars on top and bottom) if wider.

A game designed for 16:9 will be letterboxed on a 4:3 or 16:10 monitor, while on a 21:9 monitor it will be pillarboxed.

Preserve Image Aspect
Hor+
Vert+
Stretches as large as possible while maintaining aspect ratio, then increases the field of view to fit the screen resolution, allowing more of the game world to be visible. Some games may only increase the field of view vertically (Vert+) or horizontally (Hor+).

A game designed for 16:9 will show more of the game world when played on a 21:9 (Vert+) and/or 16:10 (Hor+) monitor without losing any of the "reference" field of view it would have on a 16:9 monitor.

Preserve Aspect Only
Vert-
Hor-
Fill
Stretches image to fill the whole screen, clipping parts of the screen that overlap in order to maintain aspect ratio, resulting in a cropped field of view. Some games may only crop vertically (Vert-) or horizontally (Hor-).

A game designed for 16:9 will show less of the top and bottom of the original intended field of view on a 21:9 monitor.

Pixel-based No scaling is applied, though similar to Preserve Image Aspect the field of view is extended to show more of the game world. Visible area depends on the resolution rather than the aspect ratio, with higher resolutions showing more of the game world at once.

The game does not target any specific aspect ratio, instead it will show more additional information as necessary the higher the resolution is.

Pixel-perfect
Integer-ratio scaling
Multiplies original resolution as large as possible while maintaining pixel-perfect rendering aspect below the screen resolution, then applies no scaling on resulting image.

See Nonblurry (lossless, pixel-perfect) integer-ratio scaling for more information.

A game designed for 4:3 640x480 and displayed on a 16:9 1920x1080 monitor will be scaled by a factor of 2 up to 1280x960, followed by being pillarboxed and letterboxed as necessary to reach the 16:9 1920x1080 resolution.

Stretch Stretches as large as possible while ignoring aspect ratio differences. This resulting in vertically or horizontally stretched objects and other visual problems when stretched to non-targeted aspect ratios.

A game designed for 16:9 will have vertically stretched objects (e.g. "thin" characters) on a 4:3 or 16:10 monitor, while on a 21:9 monitor those will instead be horizontally stretched (e.g. "fat" characters).

No Scaling Does not scale the image at all, keeping default size in pixels, centering it in the middle of the screen. Extremely uncommon.

A game designed for 4:3 800x600 will be in effect be letterboxed and pillarboxed without any form of scaling on higher resolutions and other aspect ratios.