Difference between revisions of "Template:Term/Documentation"
From PCGamingWiki, the wiki about fixing PC games
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* {{code|No scaling}} - No Scaling: Does not scale the image at all, keeping default size in pixels, centering it in the middle of the screen. Extremely uncommon. | * {{code|No scaling}} - No Scaling: Does not scale the image at all, keeping default size in pixels, centering it in the middle of the screen. Extremely uncommon. | ||
** Supported variation: {{code|windowboxing}}, {{code|windowboxed}}, {{code|windowbox}}, {{code|center}}, {{code|centered}} | ** Supported variation: {{code|windowboxing}}, {{code|windowboxed}}, {{code|windowbox}}, {{code|center}}, {{code|centered}} | ||
+ | |||
+ | '''[[Glossary:Scaling|Scaling algorithm]]''' | ||
+ | * {{code|Nearest-neighbor}} - Scaling algorithm: The cheapest and most simple algorithm to use when resizing between resolutions. Typically introduces aliasing when enlarging an image using improper fractions. Does not account for the aspect ratio of each individual pixel, which may result in different rows or columns of pixels being wider than others unless a pixel-perfect output resolution is used. |
Revision as of 00:17, 26 June 2019
- Description
Term template is meant to be used for commonly used technical terms by adding helpful mouse-over text and can also have link that explains the term. Some terms are case independent, to allow the use of both uppercase and lowercase characters to fit what's necessary in the context it is used. Examples include pillarbox
, stretched
, no scaling
.
- Usage
{{Term|Name}}
- Values
General
Graphics
SDR
- Standard dynamic range: Traditional color range for displaysHDR
- High dynamic range: Expanded color spaceHDR Rendering
- High-dynamic-range rendering: HDR color simulated on standard dynamic range display- Supported variation:
HDRR
- Supported variation:
Hor+
- Horizontal Plus: Field of view expands horizontally for wider aspect ratios. This is the optimal scaling behavior for games when faced with wider aspect resolutions.Vert-
- Vertical Minus: Field of view reduces vertically for wider aspect ratios. This is one of the more common scaling behaviors used in games.Hor-
- Horizontal Minus: Field of view reduces horizontally for wider aspect ratios. This behavior is very rarely used.Vert+
- Vertical Plus: Field of view expands vertically for wider aspect ratios. This behavior is very rarely used.Letterbox
- Letterbox: The game has a fixed vertical aspect ratio; narrower aspect ratios gets filled with horizontal black bars on top and bottom. Multi-monitor resolutions are often pillarboxed instead.- Supported variation:
letterboxed
,letterboxing
- Supported variation:
Pillarbox
- Pillarbox: The game has a fixed horizontal aspect ratio; wider aspect ratios gets filled with vertical black bars on left and right.- Supported variation:
pillarboxed
,pillarboxing
- Supported variation:
Anamorphic
- Anamorphic: 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.Pixel-based
- Pixel-based: No scaling is applied, though 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.Pixel-perfect
- Pixel-perfect: Multiplies original resolution as large as possible while maintaining pixel-perfect rendering aspect below the screen resolution, then applies no scaling on resulting image. Also known as integer-ratio scaling.- Supported variation:
integer-ratio
,integer-scaled
(both with and without "-"),integer-scale
(both with and without "-")
- Supported variation:
Stretch
- 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.- Supported variation:
stretched
- Supported variation:
No scaling
- No Scaling: Does not scale the image at all, keeping default size in pixels, centering it in the middle of the screen. Extremely uncommon.- Supported variation:
windowboxing
,windowboxed
,windowbox
,center
,centered
- Supported variation:
Nearest-neighbor
- Scaling algorithm: The cheapest and most simple algorithm to use when resizing between resolutions. Typically introduces aliasing when enlarging an image using improper fractions. Does not account for the aspect ratio of each individual pixel, which may result in different rows or columns of pixels being wider than others unless a pixel-perfect output resolution is used.