Game Development Community

Graphics squished on Xbox 360 widescreen

by Alex Chouls · in Torque X 2D · 05/01/2007 (10:26 pm) · 7 replies

With the latest versions of XNA and TorqueX, the graphics are squished horizontally when deploying to an XBox 360 connected to a widescreen television. This happens with starter projects that used to work fine (e.g. Tankbuster is now squished into a square) as well as with my own projects. It doesn't happen with straight XNA projects, just with TorqueX...

How do I fix this? Am I missing a setting?

Thanks,
Alex

#1
05/05/2007 (8:55 am)
Is no one else having this problem? Are people able to deploy to an XBox 360 connected to a widescreen tv correctly?

Thanks,
Alex
#2
05/05/2007 (11:29 am)
My approach takes one of two approaches. Both involve detecting a widescreen resolution and then:
1. Adjust the size of the GUISceneView to be square, leaving black bars on the sides of the screen
-OR-
2. Adjust the camera dimensions to fill the whole screen, presenting extra viewing area on the sides.
#3
05/05/2007 (4:02 pm)
Two questions ben,

1: Can you actually detect someones widescreen/ not widescreen?

2: Why not give them the option to control it themselves? This would seem like the simlplist way to do it, like poping in a DVD and choosing letterbox, or full screen?
#4
05/05/2007 (5:11 pm)
1) You can detect the resolution, which would tell you if it is wide screen or not. Not sure if you can detect aspect ratio?

2) You'd only attempt this if your graphics wouldn't look funky squished. I still remember my big projector tv streatching the bajesus out of mario and not even wanting to play anymore because it was so disproportioned.
#5
05/06/2007 (2:17 am)
1. Detecting resolution is detecting aspect ratio. Just do the division. It will typically come out to be one of two ratios but it is easy enough to generalize the code to handle any ratio.

2. There's nothing preventing you from giving the option of showing black bars vs. giving extra view. Gameplay concerns should be considered. If you are dealing with something like a multiplayer game or game where players submit scores to a ladder then the extra viewing area could give an edge to players with widescreen.

Do what you think is best for your game!
#6
05/08/2007 (10:09 pm)
Thanks for the help, but I think I'm having a different problem. I wasn't talking about letterboxing etc.

I'm seeing the rendered graphics physically scaled horizontally (a circle becomes a tall oval - thus "squished"). Upon further investigation, it only seems to happen in 1080i. Changing the camera size doesn't help.

It works fine in 720p.

Not sure if this is a bug, or I'm missing a setting somewhere... I'm pretty sure this didn't happen in older versions of XNA/TorqueX.
#7
09/10/2007 (7:18 am)
I had this problem too. In TXB, on the Edit pane, Camera rollout, uncheck Fixed Width.

(Or in the levelData.txscene file, remove "true:)

That solved it for me.