Game Development Community

Torque X and HD

by Sean T. Boyette · in Torque X 2D · 04/25/2007 (7:54 pm) · 7 replies

Has anyone deployed to a HD (1080) console? Is there something that you need to do, in order to ensure that you have a game that works for both 1080 and 480 setups?

#1
04/25/2007 (8:29 pm)
Well, I've deployed mine to a 1080i console. Either way the game seems to work just fine.
#2
04/26/2007 (2:14 am)
Other than making sure your GUI and gameworld make sense in the different aspect ratios, it otherwise "should just work".
#3
04/26/2007 (11:28 am)
When you deploy the TorqueX game templates, did you have to do anything to get the images to appear properly in HD?

Mine appear squished - I have modified the images to get it to work, but was wondering if there is a better technique.
#4
05/09/2007 (5:17 pm)
Just noticed this thread. I have the same problem: garagegames.com/mg/forums/result.thread.php?qt=61563

Anyone?
#5
07/20/2007 (1:13 am)
If you try to load up say "TorqueCombat" on a 360 and you have an HD monitor, I have a 1080i myself, your game will appear "squished". I believe this has something to do with how the 360 scales what ever output the game is set to against the output setting of the monitor/TV. (This may even be a bug since the height is being scaled properly but the width is not.)

Anyway, if you want the game to look right you just have to set your display resolution to 480p. I suppose one could detect what display mode the 360 is in and make sure Torque X is outputting at that resolution but I wouldn't know how to do this.

Anybody care to tell us how?

phong.
#6
07/20/2007 (2:32 am)
Actually the 360 scales just fine provided your original image is 1280 * 720. If you have an internal image that is not 16 * 9 then it will appear either stretched or squashed depening on it's exact dimensions. Internally the 360 expects everythig to have a 16 * 9 aspect ratio.
#7
07/20/2007 (11:37 am)
Cool. I'll have to try that out. I'll post when I verify.