Template talk:Problems/GC Widescreen Auto: Difference between revisions

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== DLP Problem ==
== Auto vs Forced Review ==
So I had been trying out the new DLP extension here to pull in a list of pages using this template. Something seems to be going wrong though as it lists things like "Ice Age 2: The Meltdown", which is just a disambig page. Though it seemed simple enough, maybe my syntax is off somehow. It's strange in any case. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 22:24, 23 November 2015 (CET)
OK, I reviewed all the remaining titles. More titles required Force 16:9 that I had hoped. Please provide commentary below if there is anything further to say here. I don't think there is though, so I plan to purge this discussion out in a few days if there is no further feedback [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 14:42, 2 December 2015 (CET)


:I was able to add some additional rules to filter out the {{tl|disambig}} and Wii titles pulled in through {{tl|disambig}}. Still need to work out how to prevent the tracing through {{tl|disambig}}, since other page lists may not be able to as simply filter those pages out (i.e. any that includes both GC and Wii titles). [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 08:36, 28 November 2015 (CET)
=== Force 4:3 ===
These titles have a native widescreen option but, instead of changing FoV/Viewport, add black bars to the screen to "unstretch" it; requiring Force 4:3.


== Template split ==
*[[Battalion Wars]]
Hadn't time to look into detail before but *why* this template got splitted into two? From the recent discussions it seems that for some games (like King Arthur) the built-in AR switch doesn't work, I got it, but why not edit template logic to conditionally change the text from "Auto" to "Force" if an additional parameter is given? That's waay cleaner than creating an almost identical duplicate to handle this (it's what {{tl|config}} and {{tl|testing}} does to handle channels, for example). I'm completely against having this template split when an super simple addition would achieve the same, I almost reverted it without asking but I think you may have a good reason to do so? - [[User:Jhonn|Jhonn]] ([[User talk:Jhonn|talk]]) 05:08, 24 November 2015 (CET)
*[[TMNT: Mutant Melee]]


: It was split for the reason you indicated, the problem text was wrong for a series of titles that instead of "Auto" need to be set to "Force 16:9". Having two templates seemed simpler to me than adding parameters and logic. There are likely to be a few more of these sorts of Problems templates, it seemed like it could get confusing for each to have various sets of parameters. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 08:05, 24 November 2015 (CET)
This seemed fishy to me, as I'm not clear how you'd get widescreen rendering with "Force 4:3". More or less you don't. To state what's going on here more clearly. Enabling the in game widescreen option of these titles doesn't make them widescreen. Instead it shrinks the image to be 4:3 if displayed on a 16:9 display. For that to work correctly, you actually need to set things to be "Force 16:9". So though these titles have "widescreen" options, they are forced to be 4:3. I'm guessing we should just purge these from our widescreen list, but please provide feedback. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 09:32, 2 December 2015 (CET)


:: The only two options that can affect native widescreen are "Auto" and "Force 16:9" so we won't need to deal with lots of parameters and right now only two possible games needing "Force 16:9" surfaced, which makes the second template even more redundant. Also, if Dolphin changes something in its settings we would have to modify more templates to account that (not a big deal, but it's more things to keep track). If that's the only reason I'm gonna to merge them back and do something similar to {{tl|config}} and {{tl|testing}}, the logic is veeery simple (a simple <code><nowiki>{{#ifeq:{{{1}}}|force|"Force 16:9"|"Auto"}}</nowiki></code> does the trick) and it defaults to the most used one, so in this case it would be <code><nowiki>{{Problems/WidescreenGCN}}</nowiki></code> for the majority of the titles and <code><nowiki>{{Problems/WidescreenGCN|force}}</nowiki></code> for the two exceptions currently known. - [[User:Jhonn|Jhonn]] ([[User talk:Jhonn|talk]]) 17:37, 24 November 2015 (CET)
:Widescreen notes have been purged from these titles. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 11:52, 2 December 2015 (CET)


:::*The one other benefit is being able to get separate lists of the relevant titles. We only generate a single Native Widescreen Support category, so if we don't use different templates there seems to be no easy way to get separate lists.
Reply 1: As for the in-game widescreen option for battalion wars; only black bars are added to the menus and cut-scenes. In game levels are displayed in widescreen see:
:::*There are only those two cases for WidescreenGCN, but there will be other non-widescreen related {{tl|Problems}} templates. It seems like the eventual list of them would be clearer if each didn't have various custom parameters.
https://forums.dolphin-emu.org/Thread-gc-battalion-wars--26055?pid=430278#pid430278 [[User:Sam3|Sam3]] 17:57, 10 December 2016 (GMT)  
:::*Someone still needs to review all the other titles we list under {{tl|Problems/WidescreenGCNAuto‎}}, I have a feeling there will be other titles that are also not compatible with Auto AR.
:::[[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 19:45, 24 November 2015 (CET)


::::Meh, I'm still not a fan of duplicated templates but you have a good point, keeping the duplicates for now but if I find a way to still get the separate listings without needing a duplicate (or more categories) expect me merging them back into a single one... - [[User:Jhonn|Jhonn]] ([[User talk:Jhonn|talk]]) 03:26, 25 November 2015 (CET)
=== Auto + Force 16:9 ===
These titles provide two widescreen options, "Anamorphic" and "16:9". "Anamorphic" works fine with "Auto" AR, but "16:9" works only with "Force 4:3".
*[[SSX 3]]
*[[SSX Tricky]]


== Auto vs Forced Review ==
:<s>I think this should mean that we use the "Force 16:9" recommendation for them, since it presumably works with both modes but auto only works with the one. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 04:53, 2 December 2015 (CET)</s>
The titles tagged by this template need review to confirm they are compatible with Dolphin's Auto AR setting, and incompatible titles migrated to the {{tl|Problems/WidescreenGCN16-9}} template. Please remove titles from the list below as they are reviewed so we can track progress on this. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 08:30, 28 November 2015 (CET)
 
I've updated these titles to indicate "Force 16:9". [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 11:46, 2 December 2015 (CET)
 
: We should investigate those games further before setting force. For example, the menus of those games may still be rendered in 4:3 even with widescreen enabled (like Zelda Wind Waker with AR code). Using Auto in that case would seamlessly switch between 4:3 and 16:9 when needed, while in Force mode the menus would be stretched... - [[User:mbc07|mbc07]] ([[User talk:mbc07|talk]]) 16:50, 2 December 2015 (CET)
 
::OK, got around to trying these tonight. First off we had been confused on the particular settings, I revised things to align with the actual settings. "Anamorphic" works fine with Auto AR, the "16:9" does not. "16:9" option is weird and seems to more or less output a 16:9 image on a 4:3 display. It outputs incorrectly /w Force 16:9, being stretched to thin. It outputs correctly with Force 4:3, but has black bars on all 4 sides on a widescreen display, so it's not useful. With /w auto it depends on the order you enable things, if "16:9" is activated first it outputs like Force 4:3, but if you enable "Anamorphic" first and then "16:9" it outputs like Force 16:9. I'm going to swap them back to recommending Auto, and leave a note providing details of each in game settings, since I don't think we want a third template just for these two. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 07:03, 3 December 2015 (CET)
:::I agree that we shouldn't create yet another widescreen option template for this special situation. I have two ideas that can sort these out: Add bullet beneath Widescreen Auto template explaining that there is another option exist, but the option highlighted in current template is preferred. There are just two games so why not? Second idea is to include both templates. They need to be rewritten first though so they don't look very similar and thinking the template was repeated by accident. [[User:Lucario|Lucario]] ([[User talk:Lucario|talk]]) 13:58, 22 December 2015 (CET)
::::NVM, overlooked that these games already have sentences continued after template. :/ Bullet or two templates then they'll become less overlooked. [[User:Lucario|Lucario]] ([[User talk:Lucario|talk]]) 14:06, 22 December 2015 (CET)


*007: Everything or Nothing
=== Inconsistent Widescreen ===
*007: Nightfire
Just a heads up, I asked JMC47 and he tested various of those games. Something he said that I think it's important to note somewhere is that "a lot of these games won't change into widescreen until something using a widescreen viewport shows up (3D graphics, usually. Such as the character models in Soul Calibur II's menus.)". [[User:mbc07|mbc07]] ([[User talk:mbc07|talk]]) 05:30, 29 November 2015 (CET)
*Batman Begins
*Battalion Wars
*Buffy the Vampire Slayer: Chaos Bleeds
*Burnout
*Burnout 2: Point of Impact
*Call of Duty 2: Big Red One
*Dead to Rights
*Die Hard Vendetta
*Disney's Extreme Skate Adventure
*Dragon's Lair 3D: Return to the Lair
*Drome Racers
*Eternal Darkness: Sanity's Requiem
*F-Zero GX
*Freedom Fighters
*Future Tactics: The Uprising
*Geist
*GoldenEye: Rogue Agent
*Gun
*I-Ninja
*Ice Age 2: The Meltdown (GC)
*Judge Dredd: Dredd vs. Death
*Lego Star Wars II: The Original Trilogy
*Madden NFL 07 (GC)
*Madden NFL 08 (GC)
*Madden NFL 2002
*Madden NFL 2004
*Madden NFL 2005
*NASCAR: Dirt to Daytona
*NASCAR 2005: Chase for the Cup
*NASCAR Thunder 2003
*NBA 2K3
*NCAA Football 2003
*NCAA Football 2005
*NFL 2K3
*NFL Street
*Need for Speed: Carbon (GC)
*Need for Speed: Most Wanted
*Need for Speed: Underground 2
*Pac-Man World Rally
*R: Racing Evolution
*Rayman 3: Hoodlum Havoc
*Robotech: Battlecry
*SSX 3
*SSX Tricky
*Soulcalibur II
*Sphinx and the Cursed Mummy
*Spyro: Enter the Dragonfly
*Star Fox Adventures
*Star Wars: The Clone Wars
*Super Mario Strikers
*Super Monkey Ball 2
*Super Monkey Ball Adventure
*Superman: Shadow of Apokolips
*TMNT: Mutant Melee
*The Incredible Hulk: Ultimate Destruction
*The Legend of Spyro: A New Beginning
*TimeSplitters: Future Perfect
*Tom Clancy's Splinter Cell: Chaos Theory
*Tony Hawk's Pro Skater 4
*Tony Hawk's Underground
*Tony Hawk's Underground 2
*True Crime: New York City
*True Crime: Streets of LA
*Wallace & Gromit in Project Zoo


== FOV ==
Yes, many of these titles provide widescreen output inconsistently. This usually seems related to the underlying assets not being suited for 16:9 display. I'm not clear we should worry about this. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 10:16, 2 December 2015 (CET)
There might be two more possibilities in the widescreen setting we want a parameter for it. It's whether the widescreen setting impacts the field of view. But first I'd like to find a game with {{tl|Problems/WidescreenGCNAuto}} that does that them we'll implement a such thing. Assuming there is, what's a good parameter name? Something with "|NoFoV" for example... [[User:Lucario|Lucario]] ([[User talk:Lucario|talk]]) 04:34, 28 November 2015 (CET)


:OK, let's work through reviewing for Auto support first and see if so we can identify relevant titles. There may need to be more complex handling, as some titles might provide multiple options for this (i.e. both a FOV effecting and non-effecting setting). [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 08:34, 28 November 2015 (CET)
Should boil down the above to some notes to include in the templates description. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 21:04, 9 December 2016 (CET)

Latest revision as of 22:29, 6 August 2017

Auto vs Forced Review

OK, I reviewed all the remaining titles. More titles required Force 16:9 that I had hoped. Please provide commentary below if there is anything further to say here. I don't think there is though, so I plan to purge this discussion out in a few days if there is no further feedback Kolano (talk) 14:42, 2 December 2015 (CET)

Force 4:3

These titles have a native widescreen option but, instead of changing FoV/Viewport, add black bars to the screen to "unstretch" it; requiring Force 4:3.

This seemed fishy to me, as I'm not clear how you'd get widescreen rendering with "Force 4:3". More or less you don't. To state what's going on here more clearly. Enabling the in game widescreen option of these titles doesn't make them widescreen. Instead it shrinks the image to be 4:3 if displayed on a 16:9 display. For that to work correctly, you actually need to set things to be "Force 16:9". So though these titles have "widescreen" options, they are forced to be 4:3. I'm guessing we should just purge these from our widescreen list, but please provide feedback. Kolano (talk) 09:32, 2 December 2015 (CET)

Widescreen notes have been purged from these titles. Kolano (talk) 11:52, 2 December 2015 (CET)

Reply 1: As for the in-game widescreen option for battalion wars; only black bars are added to the menus and cut-scenes. In game levels are displayed in widescreen see: https://forums.dolphin-emu.org/Thread-gc-battalion-wars--26055?pid=430278#pid430278 Sam3 17:57, 10 December 2016 (GMT)

Auto + Force 16:9

These titles provide two widescreen options, "Anamorphic" and "16:9". "Anamorphic" works fine with "Auto" AR, but "16:9" works only with "Force 4:3".

I think this should mean that we use the "Force 16:9" recommendation for them, since it presumably works with both modes but auto only works with the one. Kolano (talk) 04:53, 2 December 2015 (CET)

I've updated these titles to indicate "Force 16:9". Kolano (talk) 11:46, 2 December 2015 (CET)

We should investigate those games further before setting force. For example, the menus of those games may still be rendered in 4:3 even with widescreen enabled (like Zelda Wind Waker with AR code). Using Auto in that case would seamlessly switch between 4:3 and 16:9 when needed, while in Force mode the menus would be stretched... - mbc07 (talk) 16:50, 2 December 2015 (CET)
OK, got around to trying these tonight. First off we had been confused on the particular settings, I revised things to align with the actual settings. "Anamorphic" works fine with Auto AR, the "16:9" does not. "16:9" option is weird and seems to more or less output a 16:9 image on a 4:3 display. It outputs incorrectly /w Force 16:9, being stretched to thin. It outputs correctly with Force 4:3, but has black bars on all 4 sides on a widescreen display, so it's not useful. With /w auto it depends on the order you enable things, if "16:9" is activated first it outputs like Force 4:3, but if you enable "Anamorphic" first and then "16:9" it outputs like Force 16:9. I'm going to swap them back to recommending Auto, and leave a note providing details of each in game settings, since I don't think we want a third template just for these two. Kolano (talk) 07:03, 3 December 2015 (CET)
I agree that we shouldn't create yet another widescreen option template for this special situation. I have two ideas that can sort these out: Add bullet beneath Widescreen Auto template explaining that there is another option exist, but the option highlighted in current template is preferred. There are just two games so why not? Second idea is to include both templates. They need to be rewritten first though so they don't look very similar and thinking the template was repeated by accident. Lucario (talk) 13:58, 22 December 2015 (CET)
NVM, overlooked that these games already have sentences continued after template. :/ Bullet or two templates then they'll become less overlooked. Lucario (talk) 14:06, 22 December 2015 (CET)

Inconsistent Widescreen

Just a heads up, I asked JMC47 and he tested various of those games. Something he said that I think it's important to note somewhere is that "a lot of these games won't change into widescreen until something using a widescreen viewport shows up (3D graphics, usually. Such as the character models in Soul Calibur II's menus.)". mbc07 (talk) 05:30, 29 November 2015 (CET)

Yes, many of these titles provide widescreen output inconsistently. This usually seems related to the underlying assets not being suited for 16:9 display. I'm not clear we should worry about this. Kolano (talk) 10:16, 2 December 2015 (CET)

Should boil down the above to some notes to include in the templates description. Kolano (talk) 21:04, 9 December 2016 (CET)