What's you opinion on screen resolution?
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quilty
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Re: What's you opinion on screen resolution?
@SundownKid
thanks for the advice, I will try that (I might be discontinuing a project so I might not be able to use the code yet)
thanks for the advice, I will try that (I might be discontinuing a project so I might not be able to use the code yet)
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Re: What's you opinion on screen resolution?
No problem. Anyway, I like to play VN's windowed for easier reading so 1280x720 or 1366x768 is a perfectly valid resolution. I decided to go with 1080p because... why not... but I won't level any criticisms on games that are 720p. Anything lower than that, however, is just too tiny to play effectively on a typical monitor. That code does work in reverse, allowing you to upsize a window as well.quilty wrote:@SundownKid
thanks for the advice, I will try that (I might be discontinuing a project so I might not be able to use the code yet)
- Destiny
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Re: What's you opinion on screen resolution?
Wenn drawing my figures and backgrounds, I usually scan my sketches with 4000x??? (depending on the cut out)
I make the preview outlines in that resolution, then shrink it down to 2500. I make the real outlines and coloration and then shrink it to the the final resolution of 1920x1080.
I also shrink it always once down to 800x600 for viewing only, just to make sure that the sceneries and figures are at least recognizable and that the lines are not getting TOO thin for viewing on such low resolution :3
I make the preview outlines in that resolution, then shrink it down to 2500. I make the real outlines and coloration and then shrink it to the the final resolution of 1920x1080.
I also shrink it always once down to 800x600 for viewing only, just to make sure that the sceneries and figures are at least recognizable and that the lines are not getting TOO thin for viewing on such low resolution :3
- Dreambrush
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Re: What's you opinion on screen resolution?
I am an avid supporter of extremely high quality in resolution, which is why for the majority of my visual projects, I keep the extremely high-res masters on my hard drive as backup. That way they can be preserved for new visual standards in the future.
It's amazing how many people do not prepare for this, and even how many COMPANIES do not do so, either. /cue shoddy Blu-Ray upscale rant
I realize that this is an old topic, but I find this increasingly relevant in this modern day and age when people CONTINUALLY prove their ineptitude to prepare for the future. Reminds me of the "dark ages" of anime, where everything went digital, but was animated at an extremely low resolution (sometimes in a simple interlaced format that created all sorts of problems). There is not much excuse nowadays to not do things in higher quality format, what with the drastic decrease in price of hard drives, CPU's, and some graphics workstations.
It's amazing how many people do not prepare for this, and even how many COMPANIES do not do so, either. /cue shoddy Blu-Ray upscale rant
I realize that this is an old topic, but I find this increasingly relevant in this modern day and age when people CONTINUALLY prove their ineptitude to prepare for the future. Reminds me of the "dark ages" of anime, where everything went digital, but was animated at an extremely low resolution (sometimes in a simple interlaced format that created all sorts of problems). There is not much excuse nowadays to not do things in higher quality format, what with the drastic decrease in price of hard drives, CPU's, and some graphics workstations.
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Re: What's you opinion on screen resolution?
Computing may have come a long way, but internet service providers are lagging way behind.
Many countries around the world still impose bandwidth and data limits, preventing the unmanaged exchange of unoptimised content. Which means that not only are you limited in the exchange of high-resolution data during development, you should take into consideration the filesize of your end result, particularily if you wish to release to a global market.
Of course, it's not a problem if the artist keeps a high-res .psd backup for instance. It would, indeed, allow for resolution updates in the future. I'm not sure if this is all that relevant, particularily for Visual Novels.
We're at a point in resolution where it wouldn't look bad if you displayed a current-res on a hypothetical screen of quadruple resolution, assuming of course the screen is also four times the size and you were sitting close to the screen. If you blow up a picture at say, 1366x768 to large enough that you'd see pixels, you'd probably be sitting too close to the screen to comfortable take in the whole picture anyways, you don't want that.
Not saying that there would be no improvement in further resolution increase, but I am saying the consequences of "outdated" resolutions will be increasingly minor compared to comparisons of curren-res to outdated ones.
Many countries around the world still impose bandwidth and data limits, preventing the unmanaged exchange of unoptimised content. Which means that not only are you limited in the exchange of high-resolution data during development, you should take into consideration the filesize of your end result, particularily if you wish to release to a global market.
Of course, it's not a problem if the artist keeps a high-res .psd backup for instance. It would, indeed, allow for resolution updates in the future. I'm not sure if this is all that relevant, particularily for Visual Novels.
We're at a point in resolution where it wouldn't look bad if you displayed a current-res on a hypothetical screen of quadruple resolution, assuming of course the screen is also four times the size and you were sitting close to the screen. If you blow up a picture at say, 1366x768 to large enough that you'd see pixels, you'd probably be sitting too close to the screen to comfortable take in the whole picture anyways, you don't want that.
Not saying that there would be no improvement in further resolution increase, but I am saying the consequences of "outdated" resolutions will be increasingly minor compared to comparisons of curren-res to outdated ones.
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- nyaatrap
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Re: What's you opinion on screen resolution?
Main excuses to stick low resolution would be they need to "borrow" old programs or assets.
Whatever,
With some examinations like http://lemmasoft.renai.us/forums/viewto ... 30#p310001
I think setting config.screen at 1920x1080 but using 1600x900/1280x720/960x540 images internally is not a bad idea in a current ren'py engine.
(I mean, actual game window is set 1280x720 default when using 1280x720 images, but config.screen is 1920x1080)
Whatever,
With some examinations like http://lemmasoft.renai.us/forums/viewto ... 30#p310001
I think setting config.screen at 1920x1080 but using 1600x900/1280x720/960x540 images internally is not a bad idea in a current ren'py engine.
(I mean, actual game window is set 1280x720 default when using 1280x720 images, but config.screen is 1920x1080)
Last edited by nyaatrap on Thu Feb 13, 2014 9:59 pm, edited 1 time in total.
Re: What's you opinion on screen resolution?
You don't want to use upscaled images -- you'll get scaling artifacts for any non-integer scale factor. 960x540 is the only one that would scale cleanly, but 960x540 is really tiny.
If you're worried about performance, 1280x720 images on a 1280x720 screen is likely to be faster than 960x540 on a 1920x1080 screen. Any computer manufactured in the last 10 years should be able to handle a VN at 1280x720 at 30+ fps.
If you're worried about performance, 1280x720 images on a 1280x720 screen is likely to be faster than 960x540 on a 1920x1080 screen. Any computer manufactured in the last 10 years should be able to handle a VN at 1280x720 at 30+ fps.
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Re: What's you opinion on screen resolution?
1920x1080 is the only way to go 
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Re: What's you opinion on screen resolution?
Keep in mind that we're talking about visual novels. You're not going to get more detail out of a higher resolution if the artwork isn't inherently detailed enough to make a difference at that level.
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Re: What's you opinion on screen resolution?
The increase in text sharpness is already worth it.
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Re: What's you opinion on screen resolution?
Greeny wrote:Keep in mind that we're talking about visual novels. You're not going to get more detail out of a higher resolution if the artwork isn't inherently detailed enough to make a difference at that level.
Yep. And even clean cell-shaded art looks better at higher resolutions, regardless of detail. Not to mention it gives you more real estate for character placement and backgrounds.AxemRed wrote:The increase in text sharpness is already worth it.
Re: What's you opinion on screen resolution?
It doesn't give you more real estate. Full-screen is full-screen.
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Re: What's you opinion on screen resolution?
I meant for detail. You can have more sprites on screen and still have lots of noticeable detail. You could fit the same amount of sprites on any screen, yes, but the more likely the results are to be a fuzzy mess.AxemRed wrote:It doesn't give you more real estate. Full-screen is full-screen.
Re: What's you opinion on screen resolution?
I disagree most vehemently. All my most memorable gaming memories were done in glorious 320x240. Now it's 400x240 (not counting "3D" effect)
- LateWhiteRabbit
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Re: What's you opinion on screen resolution?
I love my 3DS too, DaFool, but it's quite hard to stick my nose two inches from my 30" monitor across my desk to get the same result with PC gaming.DaFool wrote:I disagree most vehemently. All my most memorable gaming memories were done in glorious 320x240. Now it's 400x240 (not counting "3D" effect)
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