[SOLVED] 3.1.4 Screen Resolution Problem
by Charlie Talley · in Torque X 2D · 01/31/2010 (6:04 am) · 11 replies
I'm testing out 3.1.4, and it seems the rendering/resolution stuff has changed. What used to work before, now seems squished down vertically on my television. It seems to be a Letterbox or SafeArea issue, even though I've checked and confirmed that those two are turned off. All my game assets now seem like they have been squished into a vertically smaller rectangle on the screen. Anyone else notice this?
#2
01/31/2010 (3:38 pm)
I started a new project, but I'm using only the 3.1.4 dll's, as the builder that comes with 3.1.4 automatically shuts down right after opening. So I'm using the old 3.0 TXB, and the camera and design resolution are both set to 1280x720. The weird thing is, if I put objects outside the camera boundaries in TXB, they show up on the edges of the screen, so it can't be a safe area/letterbox problem. It's as if my GuiPlay screen is being changed to a different extent somewhere before getting rendered.
#3
Regarding the editor, TXB hasn't changed since at least version 2.0 so it's fine to use the TXB that came with TX 3.0
01/31/2010 (5:54 pm)
Sounds pretty strange - check the camera fixed aspect ratio property stuff as well - maybe the camera is resizing itself (you can also get the camera in code and check what size it is in the game).Regarding the editor, TXB hasn't changed since at least version 2.0 so it's fine to use the TXB that came with TX 3.0
#4
I tried checking the stuff you mentioned, but no, I couldn't find anything wrong or any discrepancies. One caveat i will make though, is that this only seems to happen when I'm running my game on the 360 on an SDTV, where the 360 is widescreen formatting the game in a letterboxed area inside the regular 4:3 tv. So I checked out the GFXDevice settings for when running on my laptop, which has a wide-screen display, as opposed to running on my 360 and SDTV. On my laptop, GFXDevice.CurrentVideoMode.BackBuffer(Height/Width) matches CurrentVideoMode.Virtual(Height/Width), but when running on the 360 they do not match. Is this intended? That's about the only thing I can think of at this late an hour. The weird thing is, even the basic gui sample that comes with 3.1.4 seems to not be able to full render scene objects, as the "Player Score" and "Health Level" gui elements are also rendered out of position.
02/01/2010 (5:58 am)
Hi, thanks for the responses.I tried checking the stuff you mentioned, but no, I couldn't find anything wrong or any discrepancies. One caveat i will make though, is that this only seems to happen when I'm running my game on the 360 on an SDTV, where the 360 is widescreen formatting the game in a letterboxed area inside the regular 4:3 tv. So I checked out the GFXDevice settings for when running on my laptop, which has a wide-screen display, as opposed to running on my 360 and SDTV. On my laptop, GFXDevice.CurrentVideoMode.BackBuffer(Height/Width) matches CurrentVideoMode.Virtual(Height/Width), but when running on the 360 they do not match. Is this intended? That's about the only thing I can think of at this late an hour. The weird thing is, even the basic gui sample that comes with 3.1.4 seems to not be able to full render scene objects, as the "Player Score" and "Health Level" gui elements are also rendered out of position.
#5
02/01/2010 (3:37 pm)
Add the PreferredBackBuffer settings in TorqueSettings.xml<XboxGraphicsManagerSettings>
<PreferMultiSampling>false</PreferMultiSampling>
<PreferredBackBufferHeight>720</PreferredBackBufferHeight>
<PreferredBackBufferWidth>1280</PreferredBackBufferWidth>
<UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer>
</XboxGraphicsManagerSettings>
#6
02/01/2010 (4:51 pm)
The torque settings are already set at 1280x720, with UseDisplaySizeForBackbuffer = false.
#7
02/01/2010 (5:21 pm)
This is only happening on your xbox on an SDTV and not your laptop? In which case, check your xbox settings incase something is amiss - try a few settings and see how it effects the result.
#8
02/02/2010 (5:41 am)
Yes, this only happens on xbox SDTV, not on my widescreen laptop. One thing I noticed though, is that on the xbox SDTV, things in TXB that I purposefully put outside of the camera boundaries (camera and design res at 1280x720) still show up on my SDTV. I'm going to check the camera stuff...one Debug.Writeline at a time...
#9
This is XboxGraphicsManagerSettings not WindowsGraphicsManagerSettings
We had this problem in TX3D and this fixed it.
www.torquepowered.com/community/forums/viewthread/105541
02/02/2010 (10:07 am)
There are two Graphics manager settings one for PC one for xbox, double check the XMLThis is XboxGraphicsManagerSettings not WindowsGraphicsManagerSettings
<WindowsGraphicsManagerSettings> <PreferMultiSampling>false</PreferMultiSampling> <PreferredBackBufferHeight>720</PreferredBackBufferHeight> <PreferredBackBufferWidth>1280</PreferredBackBufferWidth> </WindowsGraphicsManagerSettings> <XboxGraphicsManagerSettings> <PreferMultiSampling>false</PreferMultiSampling> <UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer> <PreferredBackBufferHeight>720</PreferredBackBufferHeight> <PreferredBackBufferWidth>1280</PreferredBackBufferWidth> </XboxGraphicsManagerSettings>
We had this problem in TX3D and this fixed it.
www.torquepowered.com/community/forums/viewthread/105541
#10
02/02/2010 (3:25 pm)
No, it's not the BackBuffer settings in the torqueSettings file. But here's a dump of my engine settings anyways, anybody see anything I'm not aware of?<?xml version="1.0" encoding="utf-8" ?> - <TorqueEngineSettings xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> - <WindowsGraphicsManagerSettings> <IsFullScreen>true</IsFullScreen> <MinimumPixelShaderProfile>PS_1_1</MinimumPixelShaderProfile> <MinimumVertexShaderProfile>VS_1_1</MinimumVertexShaderProfile> <PreferMultiSampling>false</PreferMultiSampling> <PreferredBackBufferFormat>Bgr32</PreferredBackBufferFormat> <PreferredBackBufferWidth>1280</PreferredBackBufferWidth> <PreferredBackBufferHeight>720</PreferredBackBufferHeight> <UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer> <PreferredDepthStencilFormat>Depth24Stencil8</PreferredDepthStencilFormat> <SynchronizeWithVerticalRetrace>true</SynchronizeWithVerticalRetrace> </WindowsGraphicsManagerSettings> - <XboxGraphicsManagerSettings> <IsFullScreen>true</IsFullScreen> <MinimumPixelShaderProfile>PS_1_1</MinimumPixelShaderProfile> <MinimumVertexShaderProfile>VS_1_1</MinimumVertexShaderProfile> <PreferMultiSampling>false</PreferMultiSampling> <PreferredBackBufferFormat>Bgr32</PreferredBackBufferFormat> <PreferredBackBufferWidth>1280</PreferredBackBufferWidth> <PreferredBackBufferHeight>720</PreferredBackBufferHeight> <UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer> <PreferredDepthStencilFormat>Depth24Stencil8</PreferredDepthStencilFormat> <SynchronizeWithVerticalRetrace>true</SynchronizeWithVerticalRetrace> </XboxGraphicsManagerSettings> - <GraphicsClearSettings> <ClearBeforeRender>true</ClearBeforeRender> - <ClearColor> <R>0</R> <G>0</G> <B>0</B> <A>255</A> <PackedValue>4278190080</PackedValue> </ClearColor> <ClearDepthValue>1</ClearDepthValue> <ClearStencilValue>0</ClearStencilValue> </GraphicsClearSettings> <TickMS>30</TickMS> <UseFixedTimeStep>false</UseFixedTimeStep> <UseInterpolation>false</UseInterpolation> <UseAverageFrameTime>false</UseAverageFrameTime> <EnableAudio>false</EnableAudio> <AutoEnableFences>false</AutoEnableFences> <SimulateFences>true</SimulateFences> <AudioGlobalSettingsFile /> <EnableBackBufferEffects>true</EnableBackBufferEffects> <EnableAntiAliasing>false</EnableAntiAliasing> <ForceUserShaderProfile>false</ForceUserShaderProfile> <UserShaderProfile>PS_1_1</UserShaderProfile> <JournalFile /> <JournalMode>None</JournalMode> </TorqueEngineSettings>
#11
02/03/2010 (5:53 pm)
Whew, found out what was going on. There was a second camera being loaded into the object database, and it was resizing itself. So when my GuiPlay was setting it's camera property for the first time, it was grabbing the wrong camera. Thanks for all you your help guys...not it's on to the next bug :) .
Torque Owner Duncan Colvin