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

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