[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.8914683 [View]
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google]
8914683

>>8914675
>Is that how its supposed to look?
Yes.

>> No.8704528 [View]
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google]
8704528

hey /vr/,

so im making a game in the style of doom clones of the DOS age, which so far, has been an absolute pain in the ass with new hardware

but my question is, how important do you consider the corrected aspect ratio, as opposed to a pixel perfect one? ive found a way to emulate the corrected ratio look, squishing the pixels horizontally from 320x200, to become 4:3, but is that extra step worth it, or should i just leave it pixel perfect at widescreen?

how important is 4:3 with corrected ratio to you in how you perceive DOS games? for me it's important, but I don't want to sink so much time into something everyone else wouldnt care about

pic stolen from doom wiki

>> No.4166406 [View]
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google]
4166406

>>4166392
it looks fat

>> No.3179370 [View]
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google]
3179370

>>3179360
your aspect ratio got messed up at some point

>> No.2739541 [View]
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google]
2739541

>>2739359
Don't forget that the HUD face is supposed to be seen 20% taller if this isn't going in GZDoom, otherwise his head is squashed.

http://doomwiki.org/wiki/Aspect_ratio

Navigation
View posts[+24][+48][+96]