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NGlide's and in-game resolutions

 
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[RS]nJL



Joined: 22 Jan 2015
Posts: 115
Location: Italy

PostPosted: Fri Nov 27, 2015 9:57 pm    Post subject: NGlide's and in-game resolutions Reply with quote

Hi.

For those of you who really hate to see disproportionate images...

... and use DirectX
The game menus will always look proportionate (4:3).
The in-game resolution will control the level of details. Enter a 4:3 resolution to get proportionate images during races.
The HUD will always appear ok (for example, tachimeter will be round), and the higher the resolution you set, the smaller the HUD you'll get.
If you have a wide monitor, wanna play at full screen, don't bear disproportionate images and can tolerate to lose the upper and lower parts of frames, you can use the widescreen patch by fk: http://www.iplounge.net/forum/viewtopic.php?t=2305 (thanks fk Wink )
Just, remember that this patch assumes by default that the target aspect ratio (AR) matches the primary monitor's AR, so if you set an in-game resolution with a different ratio you've to put this into the patch's INI configuration file.
The widescreen patch WON'T AFFECT THE HUD in any way, so it'll continue to appear proportionate.

... and use NGlide with a 4:3 AR
From the NGlide configurator, you can set a resolution and an aspect ratio.
Here we'll assume you set the NGlide's AR to 4:3.

The game menus will always look proportionate (4:3).
The in-game resolution will no more control the level of details, but you still have to set a 4:3 resolution to get proportionate images during races.
The NGlide's resolution will simply control the level of details, and its ratio is irrelevant.
The HUD size will depend on the in-game resolution you set, and it'll always be proportionate.
If you have a wide monitor and wanna play at full screen with proportionate images, you can use the widescreen patch.
Set the in-game resolution so that its ratio matches your monitor's, set the NGlide resolution the same way and you're done.
If, for any reason, you need to set NGlide's and/or in-game resolutions in a way that black bars appear on your monitor, to get proportionate images during races you may have to override the target AR via the wide's INI config file.
Set it to the ratio of the in-game resolution.
Again, the widescreen patch does not affect the HUD.

... and use NGlide with AR set to "Fit to screen"
If you set the NGlide's AR parameter to "Fit to screen", the following applies.

The game menus will be stretched to the NGlide's resolution, thus they'll appear proportionate only if it has a ratio of 4:3.
The in-game resolution now controls not only the size of the HUD, but also its aspect: to get proportionate HUD you'll have to set this resolution to one which has the same ratio as the NGlide's.
The NGlide's resolution will control the level of details and the final size of the frames, so set it to a 4:3 resolution to have proportionate images during races.
To play at full screen, set the NGlide's resolution so that its ratio equals the one of your monitor.
To keep images proportionate, you can use the widescreen patch.
If, for any reason, you need to set the NGlide's resolution to a ratio different from your monitor's, you'll have to correct the patch's INI config file.
Enter, for the target AR, the ratio of the NGlide's resolution you selected.
As usual, the widescreen patch doesn't affect the HUD.

Now note that the above rules are not always respected, so you may have to do some tries before choosing the correct resolutions.
For example, I found out that if you set NGlide's AR=4:3, NGlide's resolution=1024x768 or any other 4:3 resolution, and in-game resolution=1280x1024 (5:4), the images during race (that, as per rules above, should have been distorted) will appear ok, while the HUD (which should have been proportionate) will be stretched.
Also, some other resolutions produce unexpected results, for example I happen to have a distorted, non-screen-centered image by selecting 856x... in-game resolution.

HTH, bb.
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