Template talk:Problems/GC Widescreen 16-9: Difference between revisions

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:Not in that sense. It'd be a true "native widescreen" if the widescreen setting have capability to go up to 720x480. [[User:Lucario|Lucario]] ([[User talk:Lucario|talk]]) 23:47, 2 December 2015 (CET)
:Not in that sense. It'd be a true "native widescreen" if the widescreen setting have capability to go up to 720x480. [[User:Lucario|Lucario]] ([[User talk:Lucario|talk]]) 23:47, 2 December 2015 (CET)
::Native in this context means that the game provides a way to the user get a widescreen image on it's options (so it's "native" in the manner that the user won't need to resort to things like hacks/patches or AR/Gecko codes), even when running in a console that were designed to be 4:3 only. In fact, all games that works with "Auto" stretch the image vertically, that's how the heuristic implemented in Dolphin detects that the game is outputting in widescreen... - [[User:Jhonn|Jhonn]] ([[User talk:Jhonn|talk]]) 00:04, 3 December 2015 (CET)
::Native in this context means that the game provides a way to the user get a widescreen image on it's options (so it's "native" in the manner that the user won't need to resort to things like hacks/patches or AR/Gecko codes), even when running in a console that were designed to be 4:3 only. In fact, all games that works with "Auto" stretch the image vertically, that's how the heuristic implemented in Dolphin detects that the game is outputting in widescreen... - [[User:Jhonn|Jhonn]] ([[User talk:Jhonn|talk]]) 00:04, 3 December 2015 (CET)
:::Maybe I'm misunderstanding, but saying "Native 16:9" seems like it will actually go widescreen, really going to 16:9 aspect ratio, as in 720x480 in resolution dimensions, and I think this is where Dolphin should be able to detect and render in 16:9, yet I think Dolphin couldn't be able to because they're not actually 16:9 (720x480)? The context behind "Native 16:9" doesn't seem the same as the game that simply stretches the image to appear like 16:9. "Pseudo" is very appropriate term for this!  [[User:Lucario|Lucario]] ([[User talk:Lucario|talk]]) 10:26, 3 December 2015 (CET)

Revision as of 11:26, 3 December 2015

Use of "Native"

I don't want the titles with template {{Problems/WidescreenGCN16-9}} to use the term "native" if they don't actually increase the width in display resolution. They just stretch the image vertically to act like widescreen and demand the user to stretch the image horizontally in the TV setting so they'll appear widescreen in the end. Lucario (talk) 04:34, 28 November 2015 (CET)

Per Template talk:Problems/WidescreenGCNAuto#FOV I presume this topic is concluded due to lack of desire to investigate which titles are effected. Kolano (talk) 13:46, 2 December 2015 (CET)

Not in that sense. It'd be a true "native widescreen" if the widescreen setting have capability to go up to 720x480. Lucario (talk) 23:47, 2 December 2015 (CET)
Native in this context means that the game provides a way to the user get a widescreen image on it's options (so it's "native" in the manner that the user won't need to resort to things like hacks/patches or AR/Gecko codes), even when running in a console that were designed to be 4:3 only. In fact, all games that works with "Auto" stretch the image vertically, that's how the heuristic implemented in Dolphin detects that the game is outputting in widescreen... - Jhonn (talk) 00:04, 3 December 2015 (CET)
Maybe I'm misunderstanding, but saying "Native 16:9" seems like it will actually go widescreen, really going to 16:9 aspect ratio, as in 720x480 in resolution dimensions, and I think this is where Dolphin should be able to detect and render in 16:9, yet I think Dolphin couldn't be able to because they're not actually 16:9 (720x480)? The context behind "Native 16:9" doesn't seem the same as the game that simply stretches the image to appear like 16:9. "Pseudo" is very appropriate term for this! Lucario (talk) 10:26, 3 December 2015 (CET)