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  • ...n to wider monitors (so 4:3 → 16:9 → 21:9). Another common use case of the term is to refer to how the graphics card or display handles a non-native video ...{Term|Maintain Aspect Ratio}}'''<br><small>''{{Term|Letterboxed}}''<br>''{{Term|Pillarboxed}}''<br>''Anamorphic''<br>''Aspect Ratio''<br>''Static Aspect''<
    14 KB (2,165 words) - 07:30, 15 November 2022
  • {{ii}} Hades has a 16:9 {{Term|static aspect}} ratio and is {{Term|pillarboxed}} at resolutions wider than 16:9. {{Fixbox|description={{Term|Pillarboxing}} can be bypassed using third-party mod, see [[#Hephaistos|Hep
    19 KB (2,318 words) - 02:08, 8 May 2024
  • ...game enforces the 21:9 aspect ratio unconditionally, resulting in slight {{term|pillarboxing}} at all common display resolutions loosely regarded as 21:9 u ...-12-17}}</ref> as well as a removal of the [[Denuvo|Denuvo Anti-Tamper]] {{term|DRM}}.
    37 KB (4,738 words) - 06:14, 23 February 2024
  • ...as native widescreen presentation, 60 FPS Special Stages, higher quality {{Term|FMV}} cutscenes, the ability to use the Spin Dash mechanics from ''Sonic CD {{++}} Allows the game to be displayed with {{Term|nearest-neighbor}} and {{Term|pixel-perfect}} scaling, features keyboard and controller remapping (via ed
    23 KB (3,019 words) - 00:21, 3 March 2024
  • ...{{term|Vert-}}; Menus and HUD are {{term|pixel-based}}. For an uncropped {{term|Hor+}} image, use the [https://community.pcgamingwiki.com/files/file/2938-c ...{{term|Vert-}}; Menus and HUD are {{term|pixel-based}}. For an uncropped {{term|Hor+}} image, use the [https://community.pcgamingwiki.com/files/file/2938-c
    12 KB (1,272 words) - 04:16, 7 April 2024
  • ...erm|Vert-}}; Menus and HUD are {{term|pixel-based}}.<br>For an uncropped {{term|Hor+}} image, use the [https://community.pcgamingwiki.com/files/file/2937-l ...erm|Vert-}}; Menus and HUD are {{term|pixel-based}}.<br>For an uncropped {{term|Hor+}} image, use the [https://community.pcgamingwiki.com/files/file/2937-l
    11 KB (1,240 words) - 13:05, 23 April 2024
  • ...erm|Vert-}}; Menus and HUD are {{term|pixel-based}}.<br>For an uncropped {{term|Hor+}} image, use the [https://community.pcgamingwiki.com/files/file/2862-s ...erm|Vert-}}; Menus and HUD are {{term|pixel-based}}.<br>For an uncropped {{term|Hor+}} image, use the [https://community.pcgamingwiki.com/files/file/2862-s
    15 KB (1,745 words) - 13:13, 26 April 2024
  • ...an aspect ratio roughly wider than 2:1, and often marketed as "21:9". The term is most commonly applied to a 2.37:1 (64:27; ex. 2560x1080) aspect ratio,<r ...support ultra-widescreen resolutions, it can often still be played at a {{term|pillarboxed}} 16:9 or 4:3 resolution on most ultra-widescreen monitors. Thi
    6 KB (888 words) - 07:31, 15 November 2022
  • ...with an FOV slider to compensate, {{term|stretched}} {{term|FMV}}s, 16:9 {{Term|pillarboxed}} dialog, menu and rendered cutscenes. See [[#Ultra-widescreen| {{ii}} Removes {{term|pillarboxing}} from real-time rendered cutscenes, menu and dialog screens.
    32 KB (3,969 words) - 06:38, 31 January 2024
  • {{ii}} The original SafeDisc DRM was accompanied by custom {{term|DRM}} code which could cause the game to remove the 'Resume Career' button {{ii}} Certain languages may not work for {{Term|FMV}} and voices if the installed game doesn't come with it.
    38 KB (4,994 words) - 14:28, 26 February 2024
  • ...:10 gameplay is {{term|Hor-}} compared to 16:9.<br/>16:10 cinematics are {{term|Vert+}} compared to 16:9.<ref>{{Refcheck|user=Baronsmoki|date=2020-05-13|co ...d {{term|Vert-}}.<br/>Cinematics are {{term|Vert-}} scaled to 12:5, then {{term|pillarboxed}}.<ref>{{Refcheck|user=Baronsmoki|date=2020-05-12|comment=Teste
    15 KB (1,751 words) - 06:47, 4 February 2024
  • ...o 1-4 is {{term|pillarboxed}} to 3:2, while Mega Man ZX and ZX Advent is {{term|pillarboxed}} to two 4:3 viewports. Several screen scaling options are avai ...ollection (Steam PC, 4K 60fps) - The first 40 minutes of gameplay]</ref> {{term|FMV}} cutscenes for ZX and ZX Advent are remastered at 1280x960.<ref name="
    26 KB (3,458 words) - 08:34, 1 April 2024
  • .../1441-borderlands-ultrawide-and-multimon-hack/ community files page] for {{term|Hor+}}. .../1441-borderlands-ultrawide-and-multimon-hack/ community files page] for {{term|Hor+}}.
    39 KB (5,094 words) - 17:28, 19 April 2024
  • ...tes= 640x360 (16:9) {{Term|anamorphic}}.<br/>The majority of gameplay is {{Term|letterboxed}} into 640x158 (4.05:1). ...s = 16:9 {{term|pillarboxed}}, then 4.05:1 {{term|letterboxed}} ({{term|windowboxed}}).<ref>{{Refcheck|user=Baronsmoki|date=2019-09-14|comment=Test
    10 KB (1,072 words) - 21:15, 9 January 2023
  • ...rm|Vert-}} gameplay, spanned HUD, {{term|stretched}} loading screens and {{term|FMV}}s.<ref name="wide"/> ...19 rare and mostly optional spider web challenges, each culminating in a {{term|pillarboxed}} 2 seconds outro, making the total pillarboxed screen time app
    17 KB (2,100 words) - 15:33, 5 February 2023
  • |widescreen resolution notes= The aspect ratio becomes {{term|anamorphic}} when "'''Display Mode'''" is set to "'''Fullscreen Window'''" ...tio, while the title screen is {{Term|stretched}} to fill the screen and {{Term|Vert-}} is applied to the main menu and loading screens.<ref>{{Refcheck|use
    17 KB (1,996 words) - 22:09, 27 October 2023
  • ...m|Vert-}} gameplay, {{term|stretched}} {{term|FMV}}s, rendered cutscenes {{term|pillarboxed}} to 16:9.<br>Use either of [https://community.pcgamingwiki.com ...m|Vert-}} gameplay, {{term|stretched}} {{term|FMV}}s, rendered cutscenes {{term|pillarboxed}} to 16:9.<br>Use either of [https://community.pcgamingwiki.com
    20 KB (2,369 words) - 01:05, 26 December 2023
  • |widescreen resolution notes= 4:3 {{term|stretched}}, {{term|pillarboxed}} or both simultaneously depending on settings. Available optio |ultrawidescreen notes = {{term|Stretched}} and/or {{term|pillarboxed}}. See [[#Aspect ratio examples|aspect ratio examples]].
    12 KB (1,303 words) - 15:26, 18 March 2024
  • ...ise. Resolutions higher than 2560x1440 are both {{term|pillarboxed}} and {{term|letterboxed}} even with the '''Whole Window''' setting. ...ion, but higher resolutions are likely to be {{term|pillarboxed}} and/or {{term|letterboxed}}.<ref>{{Refcheck|user=Mastan|date=2021-03-25}}</ref>
    10 KB (1,035 words) - 15:24, 27 March 2024
  • ...ng screens and event starting aspect ratios are {{term|pillarboxed}} and {{term|letterboxed}} to 16:9. ...ng screens and event starting aspect ratios are {{term|pillarboxed}} and {{term|letterboxed}} to 16:9.
    27 KB (3,583 words) - 14:21, 15 April 2024
  • ...larboxed}} to 16:9 or appear misaligned outside of the aspect ratio, and {{Term|Vert-}} will be applied in-game.<ref>{{Refcheck|user=MasterBlaster|date=202 ...larboxed}} to 16:9 or appear misaligned outside of the aspect ratio, and {{Term|Vert-}} will be applied in-game.<ref>{{Refcheck|user=MasterBlaster|date=202
    22 KB (2,596 words) - 16:51, 16 April 2024
  • |multimonitor notes = {{term|Pillarboxed}}<ref>{{Refcheck|user=Aemony|date=2019-09-11|comment=Educated g |ultrawidescreen notes = {{term|Pillarboxed}}.<ref>{{Refcheck|user=Unavailable|date=2019-09-10|comment=Test
    16 KB (1,796 words) - 08:36, 8 May 2024
  • ...lution notes= {{term|Letterboxed}} with aspect ratio 16:10 and narrower, {{term|Vert-}} on 16:9 and wider. See [[#Aspect ratio examples|aspect ratio exampl |ultrawidescreen notes = Available but {{term|vert-}}. Game does not have ultra-widescreen resolutions in the list, choos
    10 KB (1,024 words) - 16:52, 5 March 2023
  • |widescreen resolution notes= Intentionally {{term|letterboxed}} at every aspect ratio.<br>Use the [https://community.pcgaming {{++}} Results in {{term|Hor+}} scaling and {{term|Vert-}} behavior from {{term|letterboxing}}. The letterboxing can be removed with a [https://community.p
    16 KB (1,857 words) - 20:57, 22 March 2023
  • |multimonitor notes = {{term|Hor+}} gameplay, {{term|vert-}} cutscenes and centered HUD.<ref name="wide"/> See [[#Field of view ...ameplay, {{term|vert-}} cutscenes, centered HUD and {{term|pillarboxed}} {{term|FMV}}s.<ref name="wide">{{Refcheck|user=Rose|date=2019-12-11|comment=Tested
    18 KB (2,035 words) - 13:41, 4 February 2024
  • ...ert-}}. {{term|FMV}}s are 16:9, {{term|vert-}} for wider resolutions and {{term|pillarboxed}} for narrower ones. ...known if game can be completed in ultrawide mode. {{term|FMV}}s are also {{term|vert-}}.
    11 KB (1,153 words) - 13:57, 5 February 2024
  • ...0/view/3217270937777864741 May 2022 update]. After the patch game became {{term|pillarboxed}} 16:9. # {{code|Full Screen 2}} Uses desktop resolution, 16:9 {{term|stretched}}.
    12 KB (1,276 words) - 21:18, 18 February 2024
  • ...wed notes = Toggle with {{key|Alt|Enter}}. Freely resizeable {{Term|anamorphic}}. See [[#Resolution and scaling|resolution and scaling.]] {{ii}} Game is rendered at 1920x1080, other resolutions are scaled {{Term|anamorphic}}ally from that using [[Glossary:Scaling#Scaling algorithm|bilin
    15 KB (1,666 words) - 05:54, 3 March 2024
  • ...notes = {{term|Hor+}} gameplay, {{term|windowboxed}} cinematics, {{term|pillarboxed}} elements.<ref>{{Refurl|url=https://www.reddit.com/r/PCRedDead ...nd not at resolutions that are not 16:9.{{note|note=Real time cutscenes, {{term|FMV}}s and dialogue scenes are windowboxed. The photo mode, loading screens
    44 KB (5,785 words) - 16:43, 24 March 2024
  • .../files/file/2942-terrorist-takedown-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image. .../files/file/2942-terrorist-takedown-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image.
    11 KB (1,180 words) - 02:25, 29 March 2024
  • ...ile/2943-terrorist-takedown-payback-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image. ...ile/2943-terrorist-takedown-payback-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image.
    10 KB (1,016 words) - 02:27, 29 March 2024
  • ...com/files/file/2826-the-chickenator-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image. ...com/files/file/2826-the-chickenator-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image.
    9 KB (930 words) - 13:22, 29 March 2024
  • ...944-battlestrike-the-road-to-berlin-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image. ...944-battlestrike-the-road-to-berlin-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image.
    10 KB (1,036 words) - 15:56, 29 March 2024
  • ...com/files/file/2945-project-freedom-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image. ...com/files/file/2945-project-freedom-fov-fix/ FOV fix] for an unstretched {{term|Hor+}} image.
    13 KB (1,492 words) - 19:32, 2 April 2024
  • |widescreen resolution notes= Cutscenes and kill cameras are {{term|letterboxed}}. |multimonitor notes = {{Term|Hor+}} gameplay, centered HUD, {{term|windowboxed}} cutscenes and kill cameras.<ref>{{Refcheck|user=Rose|date=202
    33 KB (4,378 words) - 19:06, 13 April 2024
  • ...e series' [[Engine:Disrupt|Disrupt]] engine, with the features including {{Term|HDR}} display support, hardware ray tracing effects, ultra-widescreen and m ...itor notes = {{Term|Hor+}} gameplay. {{term|FMV}}s and menus are {{Term|pillarboxed}}.<br>In-game HUD can be centered at 16:9 ratio or stretched to
    32 KB (3,888 words) - 12:12, 26 April 2024
  • |widescreen resolution notes= {{term|Vert-}}. Use [https://thirteenag.github.io/wfp#farcry Far Cry Widescreen Fi |multimonitor notes = {{term|Vert-}}. Use [https://thirteenag.github.io/wfp#farcry Far Cry Widescreen Fi
    30 KB (3,802 words) - 15:32, 8 May 2024
  • |multimonitor notes = {{term|Vert-}}. {{term|FMV}}s are {{term|stretched}} from 16:9.<ref>{{Refcheck|user=Mastan|date=2022-05-03|comment=T |ultrawidescreen notes = {{term|Vert-}}. {{term|FMV}}s are {{term|stretched}} from 16:9.<ref>{{Refcheck|user=Mastan|date=2022-05-03|comment=T
    12 KB (1,290 words) - 22:51, 31 January 2023
  • ...ment=Tested at custom 3840x720 resolution.}}</ref> Loading screen art is {{term|stretched}} from 16:9. ...ent=Tested at custom 3840x1200 resolution.}}</ref> Loading screen art is {{term|stretched}} from 16:9.
    11 KB (1,143 words) - 23:37, 6 February 2023
  • ...t-}} gameplay with {{Term|Stretched}} UI, menus are fixed at 640x480 and {{Term|Stretched}}. ...t-}} gameplay with {{Term|Stretched}} UI, menus are fixed at 640x480 and {{Term|Stretched}}.
    10 KB (1,102 words) - 10:00, 22 March 2023
  • ...{term|stretched}} or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. |ultrawidescreen notes = {{term|Pillarboxed}} or {{term|stretched}}.
    11 KB (1,167 words) - 10:55, 15 April 2023
  • |widescreen resolution notes= {{term|Static aspect}} or {{term|stretched}} 15:9 depending on '''Aspect correction''' setting. Scaled from |ultrawidescreen notes = {{term|Pillarboxed}} or {{term|stretched}}.
    10 KB (1,020 words) - 19:16, 21 April 2023
  • |multimonitor notes = {{Term|Pillarboxed}}.<ref name="KingKrouch">{{Refcheck|user=KingKrouch|date=2019-0 |ultrawidescreen notes = {{Term|Pillarboxed}}.<ref name="KingKrouch"/> See [[#Ultra-widescreen|Ultra-widesc
    26 KB (3,269 words) - 04:15, 17 May 2023
  • ...tion notes= 16:10 is {{term|Vert+}} compared to 16:9. Cutscenes are 16:9 {{term|anamorphic}}.<ref>{{Refcheck|user=Baronsmoki|date=2020-08-16|comment=Tested |multimonitor notes = Gameplay is {{term|Hor+}}. Cutscenes are 16:9 {{term|anamorphic}}.<ref>{{Refcheck|user=Baronsmoki|date=2020-08-16|comment=Tested
    10 KB (1,110 words) - 13:54, 19 July 2023
  • ...term|stretched}}, or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear.<br/>(Bilinear filtering is unavailable with ...{{term|pillarboxed}} ('''Stretch, preserving aspect ratio''' setting) or {{term|stretched}} ('''Fill whole screen''' setting).
    11 KB (1,245 words) - 21:07, 13 October 2023
  • ...term|stretched}}, or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. ...{term|pillarboxed}} ('''Stretch, preserving aspect ratio''' setting), or {{term|stretched}} ('''Fill whole screen''' setting).
    10 KB (1,116 words) - 18:08, 29 July 2023
  • ...term|stretched}}, or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. ...{{term|pillarboxed}} ('''Stretch, preserving aspect ratio''' setting) or {{term|stretched}} ('''Fill whole screen''' setting).<ref>{{Refcheck|user=Mastan|d
    11 KB (1,152 words) - 18:09, 29 July 2023
  • ...term|stretched}}, or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. ...{{term|pillarboxed}} ('''Stretch, preserving aspect ratio''' setting) or {{term|stretched}} ('''Fill whole screen''' setting).
    11 KB (1,155 words) - 18:10, 29 July 2023
  • ...term|stretched}}, or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. ...{{term|pillarboxed}} ('''Stretch, preserving aspect ratio''' setting) or {{term|stretched}} ('''Fill whole screen''' setting).
    11 KB (1,214 words) - 02:13, 28 March 2024
  • ...{term|stretched}} or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. ...erm|static aspect}} ('''Stretch, preserving aspect ratio''' setting), or {{term|stretched}} ('''Fill whole screen''' setting).<ref>{{Refcheck|user=Mastan|d
    12 KB (1,327 words) - 23:05, 29 July 2023
  • ...{term|stretched}} or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. |ultrawidescreen notes = {{term|Pillarboxed}} or {{term|stretched}}.
    9 KB (1,005 words) - 16:03, 1 August 2023
  • ...solution notes= 960x540 (16:9) {{term|pixel-perfect}} ('''Perfect''') or {{term|static aspect}} ('''Stretch''').<ref>{{Refcheck|user=Baronsmoki|date=2022-0 ...notes = 960x540 (16:9) {{term|pixel-perfect}} ('''Perfect''') or {{term|pillarboxed}} ('''Stretch''').<ref>{{Refcheck|user=Baronsmoki|date=2022-07-
    12 KB (1,345 words) - 03:58, 4 October 2023
  • ...and some UI elements will be {{term|stretched}} to fill the screen, and {{Term|Vert-}} will be applied in-game.<ref>{{Refcheck|user=MasterBlaster|date=202 ...and some UI elements will be {{term|stretched}} to fill the screen, and {{Term|Vert-}} will be applied in-game.<ref>{{Refcheck|user=MasterBlaster|date=202
    16 KB (1,850 words) - 06:57, 11 October 2023
  • ...{{Term|FMV}}s are {{Term|stretched}} and {{Term|windowboxed}}, menus and {{Term|FMV}}s run at 800x600. |subtitles notes = For both gameplay and {{Term|FMV}}s.
    9 KB (999 words) - 12:19, 21 October 2023
  • |widescreen resolution notes= 960x540 (16:9) {{term|pixel-perfect}} or {{term|anamorphic}} scaling.<ref>{{Refcheck|user=Baronsmoki|date=2019-11-06|commen |multimonitor notes = 960x540 (16:9) {{term|pixel-perfect}} or {{term|anamorphic}} scaling.<ref>{{Refcheck|user=Baronsmoki|date=2019-11-06|commen
    10 KB (1,070 words) - 05:21, 11 November 2023
  • ...ct}}, or {{term|stretched}} 320x200 (16:10). Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. ...tes = Resolution can be set, but either {{term|pillarboxed}} or {{term|stretched}}.
    11 KB (1,175 words) - 23:05, 5 December 2023
  • ...General Discussions (Steam)|date=2020-03-14}}</ref> Attempting to force {{term|Hor+}} scaling breaks the alignment of first person weapon sprites.<ref>{{R |ultrawidescreen notes = Uses {{term|Vert-}} scaling by default.<ref>{{Refcheck|user=Cptmold|date=2020-03-14|com
    10 KB (1,125 words) - 02:11, 26 December 2023
  • |widescreen resolution notes= 21:9 {{term|FMV}}s are {{term|letterboxed}}. ...idescreen notes = Gameplay is {{term|Hor+}}; 16:9 {{term|FMV}}s are {{term|Vert-}}. Some UI elements are misaligned.<ref>{{Refcheck|user=Baronsmoki|da
    11 KB (1,105 words) - 14:25, 26 December 2023
  • ...m|stretched}} or {{term|pixel-perfect}}.<br/>Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. ...o original aspect ratio 16:10 image will be either {{term|stretched}} or {{term|pillarboxed}}.
    10 KB (1,046 words) - 14:33, 26 December 2023
  • ...4:3, 16:9, 16:10, 21:9 and 32:9.<br>Aspect ratios narrower than 16:9 are {{term|letterboxed}} in menus, cutscenes and dialog sequences.<br>A percentage sli ...ution, and then using the Universal Unreal Engine 4 Unlocker.}}</ref><br>{{Term|Vert-}} issue fixed as of patch 1.0.3.0.<ref name="Patch 1.0.3.0">{{Refchec
    18 KB (1,994 words) - 09:31, 2 January 2024
  • ...Custom resolutions can be set in {{file|{{P|game}}\media\Ankh.ini}} with {{term|stretched}} behavior. ...tion selection is unlocked to use any resolution provided by system with {{term|Hor+}} behavior.
    12 KB (1,323 words) - 15:32, 5 January 2024
  • |widescreen resolution notes= 4:3 and 16:10 aspect ratios are {{term|letterboxed}}. |multimonitor notes = {{term|Pillarboxed}} to 16:9.<ref>{{Refcheck|user=KingKrouch|date=2021-04-05|comme
    17 KB (2,136 words) - 15:11, 18 January 2024
  • ...term|stretched}}, or {{term|pixel-perfect}}. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. ...|static aspect}} ('''Stretch, preserving aspect ratio''' setting), or be {{term|stretched}} ('''Fill whole screen''' setting).
    11 KB (1,195 words) - 11:51, 23 January 2024
  • ...f '''Aspect Ratio Correction''' is set to '''Use Display Settings''', or {{term|stretched}} if it is set to '''Use Hardware Settings'''.<ref>{{Refcheck|use |multimonitor notes = 16:9 {{term|pillarboxed}} or {{term|stretched}}, depending on the '''Aspect Ratio Correction''' setting.<ref>{{
    10 KB (1,059 words) - 22:28, 9 February 2024
  • |multimonitor notes = {{Term|Pillarboxed}} and using {{Term|Vert-}} FOV scaling. See [[#Ultra-widescreen|Ultra-widescreen]]. |ultrawidescreen notes = {{Term|Pillarboxed}} and using {{Term|Vert-}} FOV scaling. See [[#Ultra-widescreen|Ultra-widescreen]].
    17 KB (1,994 words) - 18:05, 22 February 2024
  • |widescreen resolution notes= {{term|Vert+}} gameplay, {{term|letterboxed}} cutscenes and menu screens at 16:10.<ref>{{Refcheck|user=Rose |multimonitor notes = {{term|Hor+}} gameplay, {{term|pillarboxed}} cutscenes, dialogue and menu screens. HUD scaling choice betw
    35 KB (4,533 words) - 16:37, 24 February 2024
  • ...ng}}), {{code|default}} ({{Term|pixel-perfect}}) and {{code|stretched}} ({{Term|anamorphic}}) applies to game area. |ultrawidescreen notes = 16:9 only, {{Term|pillarboxed}}.
    15 KB (1,766 words) - 14:27, 26 February 2024
  • ...MV}}s, later updates and retail version downgraded and locked all UI and {{term|FMV}}s to 720p. |fov notes = An {{term|FMV}} game.
    8 KB (829 words) - 14:15, 4 March 2024
  • ...y with '''spanned''' HUD and cutscenes. <br/> Menus, loading screens and {{Term|FMV}}s are presented on '''one screen only'''. ...d loading screens are {{Term|pillarboxed}}. <br/> {{Term|FMV}}s are 21:9 {{Term|anamorphic}}.
    23 KB (2,822 words) - 17:33, 13 March 2024
  • ...y with '''spanned''' HUD and cutscenes. <br/> Menus, loading screens and {{Term|FMV}}s are presented on '''one screen only'''. ...d loading screens are {{Term|pillarboxed}}. <br/> {{Term|FMV}}s are 21:9 {{Term|anamorphic}}.
    17 KB (1,918 words) - 17:39, 13 March 2024
  • ...some UI elements will appear misaligned outside of the aspect ratio, and {{Term|Vert-}} will be applied in-game.<ref>{{Refcheck|user=MasterBlaster|date=202 ...some UI elements will appear misaligned outside of the aspect ratio, and {{Term|Vert-}} will be applied in-game.<ref>{{Refcheck|user=MasterBlaster|date=202
    18 KB (2,206 words) - 12:05, 14 March 2024
  • ...y with '''spanned''' HUD and cutscenes. <br/> Menus, loading screens and {{Term|FMV}}s are presented on '''one screen only'''. ...d loading screens are {{Term|pillarboxed}}. <br/> {{Term|FMV}}s are 21:9 {{Term|anamorphic}}.
    17 KB (1,938 words) - 11:57, 2 April 2024
  • ...:10 aspect ratios are {{term|Hor-}} compared to 16:9. Button prompts are {{term|stretched}} from 16:9.<ref>{{Refcheck|user=Baronsmoki|date=2022-07-03|comme ...ing characters and objects intended to be off-screen. Button prompts are {{term|stretched}} from 16:9. Many user interface elements are distorted.<ref>{{Re
    12 KB (1,268 words) - 19:45, 7 April 2024
  • ...monitor notes = {{term|Hor+}} gameplay, {{term|windowboxed}} and {{term|pillarboxed}} cutscenes.<ref>{{Refcheck|user=Cptmold|date=2019-07-26|commen ...gaming on the weekends|date=2019-07-26}}</ref> {{term|windowboxed}} and {{term|pillarboxed}} cutscenes.<br>'''Ultrawide HUD Position''' controls whether t
    13 KB (1,450 words) - 19:07, 8 April 2024
  • |widescreen resolution notes= Cutscenes in Anniversary are 21:9 {{term|anamorphic}}. ...[https://steamcommunity.com/groups/vidsquish Vidsquish] to re-encode the {{term|FMV}}s.<ref>{{Refurl|url=https://www.reddit.com/r/pcgaming/comments/glnsat/
    23 KB (2,748 words) - 16:19, 13 April 2024
  • ...illarboxing in all instances outside of {{term|FMV}} cutscenes. However, {{Term|Vert-}} will be applied in-game.<ref>{{Refcheck|user=MasterBlaster|date=202
    24 KB (2,902 words) - 16:22, 17 April 2024
  • ...r ratios and {{term|letterboxed}} at narrower ratios. Actual gameplay is {{term|hor+}}. ...r ratios and {{term|letterboxed}} at narrower ratios. Actual gameplay is {{term|hor+}}.
    23 KB (2,834 words) - 06:43, 26 April 2024
  • |widescreen resolution notes= {{term|Letterboxed}} to 21:9. See also [[#Widescreen resolution|Widescreen resolut |multimonitor notes = {{term|Pillarboxed}} to 21:9.<ref>{{Refcheck|user=Fayaine|date=2021-10-23|comment=
    18 KB (1,954 words) - 12:20, 26 April 2024
  • ...notes= 50:27 (~1.85) {{term|static aspect}} in Special Edition mode. 4:3 {{term|static aspect}} in Classic mode.<ref>{{Refcheck|user=Baronsmoki|date=2022-0 ...s = 50:27 (~1.85) {{term|pillarboxed}}. Game menu interfaces are {{term|stretched}}.<ref>{{Refcheck|user=Baronsmoki|date=2022-09-29|comment=Tested
    15 KB (1,676 words) - 16:14, 30 April 2024
  • |widescreen resolution notes= Cutscenes are cinematically {{term|letterboxed}}. |multimonitor notes = {{term|Vert-}} scaling, black bars at cutscenes and dialog screens. See [[#Ultra-w
    22 KB (2,635 words) - 03:02, 1 May 2024
  • ...ef name="SteamRelease">{{Refurl|url=https://store.steampowered.com/search/?term=Red+Faction|title=Steam Search|date=2023-06-25}}</ref><ref name="GOGrelease ...}.<br/>Use [[#Dash Faction|Dash Faction]] for {{Term|Hor+}}. Menu UI and {{Term|FMV}} cutscenes are still stretched.
    36 KB (4,934 words) - 01:46, 5 May 2024
  • {{--}} Graphics are 4:3 {{term|pillarboxed}} with slight {{term|windowboxing}}, and gameplay runs at 15-30 FPS.<ref>{{Refcheck|user=Baronsm ...on notes= 1.43:1 {{term|pillarboxed}} and slightly {{term|letterboxed}} ({{term|windowboxed}}).<ref>{{Refcheck|user=Baronsmoki|date=2019-09-03|comment=Test
    18 KB (2,058 words) - 21:28, 8 May 2024
  • {{++}} For resolutions wider than 16:9 (e.g. 21:9), Hades II uses {{Term|Hor+}} scaling for gameplay / main rendering, with the HUD expanded horizon {{ii}} Menus and static assets (e.g. dialogues, {{term|FMV}}) are {{Term|pillarboxed}} in the center of the screen, with dedicated artwork rather th
    14 KB (1,565 words) - 20:06, 12 May 2024
  • |widescreen resolution notes= 16:9 {{term|anamorphic}}.<ref>{{Refcheck|user=Baronsmoki|date=2020-09-06|comment=Tested |multimonitor notes = 16:9 {{term|anamorphic}}.<ref>{{Refcheck|user=Baronsmoki|date=2020-09-06|comment=Tested
    14 KB (1,580 words) - 23:46, 12 February 2023
  • |widescreen resolution notes= 16:10 resolutions have cutscenes {{term|stretched}} from 16:9.<ref>{{Refcheck|user=Baronsmoki|date=2020-09-08|comme |multimonitor notes = {{term|Hor+}} gameplay, cutscenes {{term|stretched}} from 16:9.<ref>{{Refcheck|user=Baronsmoki|date=2020-09-09|comme
    12 KB (1,379 words) - 19:57, 7 February 2023
  • |widescreen resolution notes= 16:9 {{term|static aspect}}.<ref>{{Refcheck|user=Baronsmoki|date=2020-09-06|comment=Tes |multimonitor notes = 16:9 {{term|static aspect}}.<ref>{{Refcheck|user=Baronsmoki|date=2020-09-06|comment=Tes
    11 KB (1,154 words) - 15:38, 28 October 2022
  • |multimonitor notes = {{term|Vert-}} gameplay, spanned HUD, {{term|pillarboxed}} cutscenes and score screens.<ref>{{Refcheck|user=Rose|date=20 |ultrawidescreen notes = {{term|Vert-}} gameplay, {{term|pillarboxed}} cutscenes and score screens.<ref>{{Refcheck|user=Rose|date=20
    22 KB (2,672 words) - 22:49, 27 October 2022
  • ...lution]].<br>{{term|Hor+}} and {{term|stretched}} videos. UI has severe {{term|Vert-}} scaling. Still playable at 32:9 with some complications; problemati ...[[#Custom resolution|Custom resolution]].<br>{{term|Hor+}} gameplay with {{term|stretched}} videos.<ref name="Custom resolution test" />
    12 KB (1,380 words) - 18:39, 4 May 2023
  • ...efault.<br>See [[#Field of view (FOV)|Field of view (FOV)]] to change to {{term|Hor+}}. ...efault.<br>See [[#Field of view (FOV)|Field of view (FOV)]] to change to {{term|Hor+}}.
    13 KB (1,380 words) - 13:15, 20 May 2023
  • |widescreen resolution notes= {{term|Vert-}} or {{term|Hor+}}, see [[#Widescreen resolution|Widescreen resolution]]. ...ions of the program are {{term|Vert-}}. For proper weapon appearance and {{term|Hor+}} support {{code|cl_adjustfov}} variable must be set to 1. See gallery
    16 KB (1,938 words) - 02:49, 27 September 2023
  • ...otes= Gameplay is {{term|Vert-}}. Menu, inventory, text, and sprites are {{term|stretched}} 4:3. ...4:3. Enable [[#Windowed|windowed mode]], increase FOV to compensate for {{term|Vert-}} behavior.<ref>{{Refcheck|user=Mastan|date=2023-10-02|comment=Tested
    15 KB (1,621 words) - 22:43, 2 October 2023
  • |widescreen resolution notes= {{term|Stretched}} by default. See [[#Aspect ratio|Aspect ratio]]. |ultrawidescreen notes = {{term|Stretched}} by default. See [[#Aspect ratio|Aspect ratio]].
    11 KB (1,142 words) - 11:26, 8 October 2023
  • |widescreen resolution notes= {{term|Letterboxed}} to 21:9. See also [[#Widescreen resolution|Widescreen resolut |multimonitor notes = {{term|Pillarboxed}} to 21:9.<ref>{{Refcheck|user=Fayaine|date=2020-10-30|comment=
    18 KB (1,958 words) - 20:30, 23 October 2023
  • |widescreen resolution notes= 2:1 {{term|anamorphic}} scaling.<ref>{{Refcheck|user=Baronsmoki|date=2019-11-17|commen |multimonitor notes = 2:1 {{term|anamorphic}} scaling.<ref>{{Refcheck|user=Baronsmoki|date=2019-11-17|commen
    10 KB (1,045 words) - 08:20, 25 October 2023
  • ...notes = {{term|Hor+}} gameplay, {{term|windowboxed}} {{term|FMV}}s, {{term|vert-}} cutscenes and gameplay UI, causing out-of-view button prompts and o |120 fps notes = {{term|FMV}}s, menus and some animations are at 30 FPS, game is hard capped to 120
    18 KB (2,129 words) - 11:57, 8 November 2023
  • ...{Term|anamorphic}} scaling, resulting in either {{Term|letterboxing}} or {{Term|pillarboxing}} depending on the width and height of the screen area. * '''{{Term|Stretch}}''' ignores aspect ratio, and stretches the internal render resolu
    19 KB (2,325 words) - 01:17, 12 December 2023
  • ...resolution notes= {{term|Stretched}} from 4:3. Aspect Ratio option adds {{term|letterboxing}}. ...creen notes = {{term|Stretched}} from 4:3. Aspect Ratio option adds {{term|letterboxing}}.
    10 KB (1,142 words) - 01:43, 26 December 2023
  • ...rm|stretched}}, depending on scaling option. Scaling algorithm is either {{term|nearest-neighbor}} or bilinear. |60 fps notes = Frame rate is capped at 40 FPS. {{term|FMV}}s play at 25 FPS.
    11 KB (1,221 words) - 05:30, 8 January 2024
  • {{Image|Ghost Trick Phantom Detective - 16-10 windowbox.png|{{term|Windowboxing}} at 16:10}} ...nd gameplay is 4:3 {{Term|pillarboxed}} within this.<br/>This results in {{term|windowboxing}} at resolutions narrower than 16:9.<ref>{{Refcheck|user=Baron
    13 KB (1,391 words) - 23:33, 12 January 2024
  • {{++}} Allows the game to be displayed with {{Term|nearest-neighbor}} and {{Term|pixel-perfect}} scaling, features native x64 and x86 Windows support, a bui |ultrawidescreen notes = {{term|Pillarboxed}} to keep a 16:9 aspect ratio.<br>See the [https://www.patreon.
    26 KB (3,414 words) - 02:56, 16 January 2024

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