Difference between revisions of "Glossary:Scaling"
(Moved over GPU scaling section from Glossary:Graphics card, and changes a few things) |
m (→GPU/Display scaling: updated nvidia instructions, minor rewrite.) |
||
Line 61: | Line 61: | ||
{|align=center | {|align=center | ||
|width=33% valign=top style="padding:8px;"|[[File:GPU scaling (fullscreen).png|200px|center|GPU scaling: Fullscreen / scaled]] | |width=33% valign=top style="padding:8px;"|[[File:GPU scaling (fullscreen).png|200px|center|GPU scaling: Fullscreen / scaled]] | ||
− | <center>''' | + | <center>'''Full-screen / Scaled'''</center> |
In this mode the output stretches to fit the monitor, often with unwanted results (e.g. fat characters). Some non-widescreen games have a setting for use with this mode to make the stretched output have the correct widescreen aspect ratio. | In this mode the output stretches to fit the monitor, often with unwanted results (e.g. fat characters). Some non-widescreen games have a setting for use with this mode to make the stretched output have the correct widescreen aspect ratio. | ||
Line 68: | Line 68: | ||
In this mode the output expands to the biggest size while retaining its original aspect ratio. The unused space is left black. | In this mode the output expands to the biggest size while retaining its original aspect ratio. The unused space is left black. | ||
|width=33% valign=top style="padding:8px;"|[[File:GPU scaling (centered).png|200px|center|GPU scaling: Centered / no scaling]] | |width=33% valign=top style="padding:8px;"|[[File:GPU scaling (centered).png|200px|center|GPU scaling: Centered / no scaling]] | ||
− | <center>'''Centered / | + | <center>'''Centered / No scaling'''</center> |
In this mode the output displays at its original resolution. Graphics are sharp and have the correct aspect but the result may be very small depending on the resolution of the output and your monitor. | In this mode the output displays at its original resolution. Graphics are sharp and have the correct aspect but the result may be very small depending on the resolution of the output and your monitor. | ||
|} | |} | ||
Line 74: | Line 74: | ||
===AMD/ATI=== | ===AMD/ATI=== | ||
{{Image|GPU scaling settings (AMD).png|GPU scaling settings for AMD/ATI cards.}} | {{Image|GPU scaling settings (AMD).png|GPU scaling settings for AMD/ATI cards.}} | ||
− | {{Fixbox|description= | + | {{Fixbox|description=Configure scaling|ref=<ref>[http://support.amd.com/en-us/kb-articles/Pages/UnableToSetGPUScaling.aspx How-To Enable and Configure GPU Scaling Feature]</ref>|fix= |
{{ii}} You must first set the desktop to a non-native resolution otherwise the settings will be greyed out. | {{ii}} You must first set the desktop to a non-native resolution otherwise the settings will be greyed out. | ||
# Open the AMD Vision Engine Control Center or Catalyst Control Center (depending on your card). | # Open the AMD Vision Engine Control Center or Catalyst Control Center (depending on your card). | ||
Line 86: | Line 86: | ||
}} | }} | ||
− | === | + | ===Nvidia=== |
{{Image|GPU scaling settings (NVIDIA latest).png|GPU scaling settings for Nvidia cards.}} | {{Image|GPU scaling settings (NVIDIA latest).png|GPU scaling settings for Nvidia cards.}} | ||
− | + | {{ii}} Nvidia Optimus GPU scaling is controlled by the Intel driver; see [[#Intel|Intel]] for details. | |
− | {{ii}} | ||
{{ii}} Built-in scaling is not supported by some displays (e.g. laptops) so will be greyed out in those cases. | {{ii}} Built-in scaling is not supported by some displays (e.g. laptops) so will be greyed out in those cases. | ||
− | # Open the | + | {{Fixbox|description=Configure scaling|fix= |
− | # | + | # Open the [[Nvidia Control Panel]]. |
− | # | + | # Expand the '''Display''' section if it is collapsed. |
− | # | + | # Select the '''Adjust desktop size and position''' page. |
− | # | + | # Select the relevant display (if you have more than one). |
+ | # Under the '''Scaling''' tab, configure '''Perform scaling on''' as desired: | ||
+ | #* '''GPU''' - The video scaler of the Nvidia graphics card will scale non-native resolutions as configured before sending the video signal out to the display. This is the only option available on '''G-Sync''' monitors. | ||
+ | #* '''Display''' - The video scaler of the Nvidia graphics card will '''not''' scale non-native resolutions. Instead the video signal will be sent untouched to the display, which will then scale it as configured on the display itself. | ||
+ | # Then select the appropriate '''scaling mode''' as well if the GPU performs the scaling, or do so in the settings of the display if configured to perform scaling. See the descriptions above on what the available options mean. | ||
}} | }} | ||
===Intel=== | ===Intel=== | ||
{{Image|GPU scaling settings (Intel latest).jpg|GPU scaling settings for Intel cards.}} | {{Image|GPU scaling settings (Intel latest).jpg|GPU scaling settings for Intel cards.}} | ||
− | {{Fixbox|description= | + | {{Fixbox|description=Configure scaling|ref={{cn|date=July 2016}}|fix= |
# Launch the Intel Graphics Control Panel. | # Launch the Intel Graphics Control Panel. | ||
# Choose Display Settings or General Settings (depending on the driver version). | # Choose Display Settings or General Settings (depending on the driver version). |
Revision as of 20:52, 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
Scaling behavior
- 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. |
GPU/Display scaling
- GPU scaling allows the GPU to determine how non-native resolutions are displayed on your display. If configured to perform scaling on the Display, the video scaler of the monitor will determine it instead.
- Some TVs and other non-monitor displays may show black borders on widescreen resolutions. GPU scaling does not affect this; see Overscan for solutions.
- GPU scaling is not available when using a VGA connection.
In this mode the output stretches to fit the monitor, often with unwanted results (e.g. fat characters). Some non-widescreen games have a setting for use with this mode to make the stretched output have the correct widescreen aspect ratio. |
In this mode the output expands to the biggest size while retaining its original aspect ratio. The unused space is left black. |
In this mode the output displays at its original resolution. Graphics are sharp and have the correct aspect but the result may be very small depending on the resolution of the output and your monitor. |
AMD/ATI
Configure scaling[1] |
---|
|
Nvidia
- Nvidia Optimus GPU scaling is controlled by the Intel driver; see Intel for details.
- Built-in scaling is not supported by some displays (e.g. laptops) so will be greyed out in those cases.
Configure scaling |
---|
|
Intel
Configure scaling[citation needed] |
---|
|