need a graphics resolution advice
Blitz3D Forums/Blitz3D Beginners Area/need a graphics resolution advice
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i note some computer don't support some graphics resolution... my question is, what resolution is standard?, to run a setup to choose a graphic resolution?.. i mean, when you install the game, fist time ask for graphics?, what resolution can i give to that setup? regards |
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A standard base resolution is 800 x 600. |
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Agreed |
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Just a shame that Atari hadn't worked that one out when they first released Test Drive Unlimited. Half the world were met with 'Signal out of Range' warning messages from their monitors. http://www.google.co.uk/search?hl=en&client=firefox-a&channel=s&rls=org.mozilla%3Aen-GB%3Aofficial&hs=6eN&q=%22test+drive+unlimited%22+%22signal+out+of+range%22&btnG=Search&meta= "puki" bleated his way to the top of the Google list. |
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You could start in windowed mode at 800x600 first, as that may be more likely to work straight out of the box on any display? Happy to be corrected though.. |
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i go to use that, 800x600 graphics3d 800,600,0,1 regards and thanks.. |
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I always use these guys. They tend to know what's going on. W3 Schools T. |
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Local Modes=CountGfxModes() Modes=Int(Modes Shr True) Graphics3D GfxModeWidth(Modes),GfxModeHeight(Modes) Or use a DLL to grab the current Desktop resolution? Generally 800x600 should be supported, allthough I think 1024x768 is becoming increasingly more common as a 'standard' for newer stuff. |
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What would be nice is to read the current monitor's refresh rate and update your game based on that (like, CreateTimer(monitorRefresh%)). |
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Kryzon wrote... What would be nice is to read the current monitor's refresh rate and update your game based on that (like, CreateTimer(monitorRefresh%)). That's a really good idea, and I think I will try it :) |
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@kryzon & blade... here is a little function i use to get the "monitor refresh rate". just use it after graphics(3d)... Function getMonHz() devmode% = CreateBank (200) mode% = -1 rc% = 1 PokeShort(devmode%,36, 200) rc% = api_EnumDisplaySettings (0, mode%, devmode%) ;PelsWidth% = PeekInt (devmode%, 108) ;PelsHeight% = PeekInt (devmode%, 112) DisplayFrequency% = PeekShort (devmode%, 120) FreeBank devmode% Return DisplayFrequency% End Function ; user32.decls .lib "user32.dll" api_EnumDisplaySettings% (lpszDeviceName%, iModeNum%, lpDevMode*) : "EnumDisplaySettingsA" cheers, chi |
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Sweet! Nice one chi, and good idea, Kryzon ---- edit: Does this use User32.dll ? What decls. are needed? edit edit: Doh, I didnt see the bopttom bit, or was that edited in after? :) Thanks anyway! |
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640 X 480 allows correct display for most games but for better rendering you may choose 800X600 or 1024X768 especially if you writte a 3D game |
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Very nice one Chi! [2] and good idea Kryzon - uh, I mean, thanks Malice. That snippet will come in very handy, it's been something I've been wanting to do for a while but didn't know how to read that number into B3D. Good day for everyone. |
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Wow, I always thought it was 640x480 for maximum compatibility. My computer's about seven years old, and everything always runs much faster in 640. 1024's really slow, and I just never really messed around with 800x600 because it just sounds nonstandard to begin with. When was that considered such a standard that people still think of it that way now? |
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640X480 = optimum DOS output |