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Interface/subtitles that don't scale for different resolutions, what is this 2003?


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13 réponses à ce sujet

#1
Sweetz

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Seriously, how you can release a game in 2012 where the interface and subtitles are a fixed pixel size and don't scale for higher resolutions.  The last game I recall that worked like this, ironically enough, is 2003's KOTOR.  Heck even KOTOR 2 corrected this and had a scaling interface.  How could Bioware get this so wrong after it was right in the previous two games?

The subtitles and dialog wheel are uncomfortably small for me running at 1920x1080, but running at a lower (non-native) resolution looks like junk.  I imagine the game is pretty much unplayable on 2560x1600 monitors.

Modifié par Stevedroid, 26 mars 2012 - 08:50 .


#2
Xeonzs

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I don't have a problem with it, looks pretty normal and I also run on 1920x1080.

#3
Sweetz

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Compare.

ME2 (which had a proper scaling UI, so that regardless of your resolution the dialog wheel and subtitles where always this big on screen):
http://img404.images...sseffect2ui.jpg
Posted Image

ME3 (which is difficult to read for me, and will get smaller and smaller with higher resolutions):
http://img198.images...sseffect3ui.jpg
Posted Image


Regardless of whether you think the size at 1920x1080 is acceptable, a non-scaling UI is simply an antiquated and backwards way of doing things. No modern game behaves this way, the previous Mass Effect games did not behave this way. Five years from now when you're on a nostalgia trip and try load up Mass Effect 3 on your 3840x2160 monitor, it's not going to be playable because you'll need a magnifying glass to read the text.

Modifié par Stevedroid, 27 mars 2012 - 12:49 .


#4
Sweetz

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And here it is at 2560x1600; you can see the inherent problem with non-scaling UI's, right?
http://img268.images...3/me3ui2560.jpg
Posted Image

This is why there haven't been any games in the past decade with non-scaling UIs until Mass Effect 3. The size of the UI relative to the screen-space should be the same regardless of resolution. That's simply how it's done these days for very good reason. ME3's UI behavior is so archaic relative to any modern game, including it's own predecessors, that it boggles the mind that they chose to implement it like that.

Modifié par Stevedroid, 27 mars 2012 - 12:50 .


#5
Evil_Matt

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Strictly speaking it shouldn't be relative to the resolution alone but rather the resolution and aspect ratio, otherwise in very wide resolutions such as 5760x1080 the UI would be stretched too wide. I imagine the UI is a fixed pixel size as a cheap way of being the right "shape" in multi-monitor resolutions rather than being stretched.

#6
Noelemahc

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Yeah, but the problem remains - it should scale and it does not. Makes choosing your dialogue options a tricky endeavour, especially if you didn't think you need glasses to read your computer screen before you played ME3 =)

#7
Bercon

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Xbox only supports up to 720p, so don't expect this to be fixed.

#8
DHJudas

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Evil_Matt wrote...

Strictly speaking it shouldn't be relative to the resolution alone but rather the resolution and aspect ratio, otherwise in very wide resolutions such as 5760x1080 the UI would be stretched too wide. I imagine the UI is a fixed pixel size as a cheap way of being the right "shape" in multi-monitor resolutions rather than being stretched.


Trust me... it gets even SMALLER with widescreen or multi monitor solutions.

with 5 monitors in eyefinity it's so small i have to nearly place my eye on the screen to determine an estimate of wtf i'm clicking.


The previous 2 games were just fine with eyefinity...

This game is SEVEARLY broken.. even the eyefinity widescreen fixer from widescreen gaming forums STILL doesn't 100% work.. has MAJOR drawbacks and issues.

I'm still stuck in windowed mode because everything breaks when in full screen or borderless window mode.

#9
Sweetz

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Bercon wrote...

Xbox only supports up to 720p, so don't expect this to be fixed.

The first 2 PC ports behaved correctly, why could they do it then?  This isn't a case of asking for the game to support triple-head 3D monitor setups or something that a small percentage of the market uses.

This is us asking that the game be fixed to work like literally every other game on the market ncluding it's own darn sequels.

Modifié par Stevedroid, 27 mars 2012 - 08:24 .


#10
Evil_Matt

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DHJudas wrote...
Trust me... it gets even SMALLER with widescreen or multi monitor solutions.

Relative to the total resolution yes, but the physical size and shape of the text on the centre screen is the same whether you run e.g. 1920x1080 or 5760x1080 which is why I believe they did it that way.  Given the Vert- nature of the previous two Mass Effects (no, ME1 never worked natively in Eyefinity) necessitating hacks and workarounds (e.g. http://widescreengam.../dr/mass-effect) it's a pleasant surprise that 3 works as well as it does.

DHJudas wrote...
I'm still stuck in windowed mode because everything breaks when in full screen or borderless window mode.

6048x1080 works absolutely flawlessly (other than HUD centering) on a single 7950 for me, have you tried changing drivers etc?

Modifié par Evil_Matt, 28 mars 2012 - 01:54 .


#11
Noelemahc

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@Evil_Matt, I'm afraid what you're experiencing is a side-effect, not an intentional feature. If it was intentional, it would BOTH scale AND center properly. Right now it simply feels like they coded it in a different way because they thought it was better and didn't bother to check how it behaves on different PC setups (which is the entire list of things wrong with the ME1 port on release, if you'll all recall).

#12
DHJudas

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[quote]Evil_Matt wrote...

[quote]DHJudas wrote...
Trust me... it gets even SMALLER with widescreen or multi monitor solutions.
[/quote]
Relative to the total resolution yes, but the physical size and shape of the text on the centre screen is the same whether you run e.g. 1920x1080 or 5760x1080 which is why I believe they did it that way.  Given the Vert- nature of the previous two Mass Effects (no, ME1 never worked natively in Eyefinity) necessitating hacks and workarounds (e.g. http://widescreengam.../dr/mass-effect) it's a pleasant surprise that 3 works as well as it does.[/quote]

Ultra Widescreen Multi Monitor Gaming didn't work very well at all in ME1.. however Portrait close to 16:10/16:9 ratio multi monitor gaming DID work FLAWLESSLY out of the box and still does. No hacks or chance ups required, even setting FOV was a snap. This also applied to ME2 just fine.

When your sitting at 4320x2560 Across 3 monitors, and visually the text is so small from a NORMAL PC sitting vantage, that you simply cannot read it clearly. That's a flaw/bug/shouldn't occur and doesn't need to be that way.

In ME1 and ME2, this didn't occur, the text was perfectly centered and scaled to the EXACT same size/dimension regardless of resolution.[/quote]

[quote]DHJudas wrote...
I'm still stuck in windowed mode because everything breaks when in full screen or borderless window mode.
[/quote]
6048x1080 works absolutely flawlessly (other than HUD centering) on a single 7950 for me, have you tried changing drivers etc?
[/quote]

All sorts of drivers and video cards actually.

The Game uses "fixed" values that it expects... if your running anything under OR above 1080p monitors in any other arrangement other than ultra Widescreen.. your screwed... And there is a HIGH probability that even if your running 1080p monitors, your still screwed.

Additionally cut scenes and various displays SHOULD NOT be limited to just the center monitor resulting in cutting off or blacking out the other displays.. there is no need for that. (when you can get it to work)

Additionally running 5 1080p monitors in ultra widescreen OR Portrait will just break everything.

It's completely stupid and shouldn't occur like this.

It's right down to LAZY programming because even ME2 works better out of the box then ME3... not to mention numerous other Unreal Engine based games.

#13
DHJudas

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img213.imageshack.us/img213/8273/masseffect3demo20120226v.jpg

This is using 3x 1080p monitors...

totally unable to do ANYTHING with this

this was reported back when the demo first launched with ZERO responce or even acknowledgement of the problem. no matter how much info i sent to EA tech and Posted here on the forums with what i could even with various solutions that would resolve it.

img20.imageshack.us/img20/5435/masseffect3201203052304.jpg

img140.imageshack.us/img140/198/masseffect3demo20120226.jpg

img535.imageshack.us/img535/198/masseffect3demo20120226.jpg

It's a glitch in the game because so long as the game is not ran in Full Screen or Borderless window that is nearly full screen, everything works fine otherwise.

This also applied to when running it in ultra widescreen.... not sure what they have against those running to run full/near full screen. Totally a royal screw up on their end.

Modifié par DHJudas, 28 mars 2012 - 03:42 .


#14
paxxton

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To be honest, this single problem with non-scaling UI makes me strongly doubt the dev team's design/programming skills. It's so obvious that this kind of experience ruins playability so much for many people (especially nearsighted) that it's really hard to overlook it. Yet they overlooked it or did it on purpose which is even worse.

Modifié par paxxton, 13 avril 2012 - 02:35 .