Hd
by Sean T. Boyette · in Torque X 2D · 05/19/2007 (6:59 pm) · 13 replies
Does XNA support 1080?
I created a splash screen image that was 1920x1080 and it seems to go off the screen.
Does it only support 720?
also..
would it be possible to get the layered GarageGames splash screen in photoshop format?
I would love to create an animated leader for us!
I created a splash screen image that was 1920x1080 and it seems to go off the screen.
Does it only support 720?
also..
would it be possible to get the layered GarageGames splash screen in photoshop format?
I would love to create an animated leader for us!
About the author
#2
something is always being cut off.
05/23/2007 (1:32 pm)
Hey Rob... are you able to get 1080 support in your xb build? I cannot for the life of me figure out how to set the camera/jpg's for proper display.something is always being cut off.
#3
What I'm more interested in though is how to get the HD output working properly. My console is in 1080i and all the games look great except mine... but I know my textures are good quality. What gives? When I tried an output without using Torque it did the same thing, low def graphics... but either of these tests on my pc outputs lovely high-def graphics... is there a limitation in XNA? Is there a graphics mode we should be switching to?
05/24/2007 (3:39 am)
I read somewhere that the xbox has a no-draw area all around it's screen output. That's probably why you can't see the whole image. My graphics also get cut off although I also thought that TorqueX was supposed to sort all of that out automatically.What I'm more interested in though is how to get the HD output working properly. My console is in 1080i and all the games look great except mine... but I know my textures are good quality. What gives? When I tried an output without using Torque it did the same thing, low def graphics... but either of these tests on my pc outputs lovely high-def graphics... is there a limitation in XNA? Is there a graphics mode we should be switching to?
#4
As far as i know TGBX doesnt do anything with this automatically, but most of the starter kits have a scaling method which adjusts all the content depending on the resolution presented to it at run time.
05/24/2007 (4:46 am)
All HD TVs have overscan, it normally amounts to around 15% (?) of the scene (vertically & horizontally), in TGBX, there are two sets of boundries around the scene, the inner line is the line is the limit 360 users will see to. So in TGBX if you just select everything on the scene and resize it to fit inside that box you should see that it will work on your 360.As far as i know TGBX doesnt do anything with this automatically, but most of the starter kits have a scaling method which adjusts all the content depending on the resolution presented to it at run time.
#5
05/24/2007 (4:49 am)
What about if you don't use TGBX? I prefer direct coding so I haven't used it to setup anything in my scene.
#6
If that's the case you might try writing a quick method to go through everything in the scene and take 15% off the x size and 15% off the y size.
That way you can easily deploy to PC or 360 without having to make too many adjustments.
Or for a quick messy test you could mess around with the declarations so the size line/position lines looked like this:
sceneobject.size = new Vector2(15*_displayFactor, 10*_displayFactor);
where _displayFactor equals .85 if you're deployed to 360, or 1 if you're deploying to PC.
It would probably be worth just booting up TGBX and playing around with an blank scene just to work out exactly how much you need to take off.
05/24/2007 (7:09 am)
So all your sceneobjects are in the C#?If that's the case you might try writing a quick method to go through everything in the scene and take 15% off the x size and 15% off the y size.
That way you can easily deploy to PC or 360 without having to make too many adjustments.
Or for a quick messy test you could mess around with the declarations so the size line/position lines looked like this:
sceneobject.size = new Vector2(15*_displayFactor, 10*_displayFactor);
where _displayFactor equals .85 if you're deployed to 360, or 1 if you're deploying to PC.
It would probably be worth just booting up TGBX and playing around with an blank scene just to work out exactly how much you need to take off.
#7
05/24/2007 (7:10 am)
Hmm... a cunning plan! I'll give it a try!
#8
05/24/2007 (8:04 am)
Try scaling just the camera to be 15% bigger instead of altering every line of code to be 15% smaller ;)
#9
05/24/2007 (8:06 am)
*smacks head*
#10
05/24/2007 (8:07 am)
Josh - thanks for the inner line tip!
#11
05/24/2007 (8:08 am)
Hmm... an even better plan! LOL... but back to the other question, has anyone managed to get High-Def looking stuff on their 360 with XNA GSE?
#13
blogs.msdn.com/manders/archive/2006/11/28/helper-class-to-show-video-safe-areas....
I ran into the "safe area" issue in a prog of mine and sure enough, I was drawing outside of the safe area. Its a pretty keen component!
-Mario
05/25/2007 (6:19 pm)
Just as a cool link (Although I haven't tried this with Torque X), it does work great with just plain XNA. The link is for a "safe area" XNA component that overlays the areas of your graphics display with colored borders representing the (dunno if this is the technical term) "safe", "sorta safe", and "not safe" areas.blogs.msdn.com/manders/archive/2006/11/28/helper-class-to-show-video-safe-areas....
I ran into the "safe area" issue in a prog of mine and sure enough, I was drawing outside of the safe area. Its a pretty keen component!
-Mario
Torque Owner Rob Evans