Red_Seeds_Profile Posted February 14, 2015 Share Posted February 14, 2015 Hey, I want to use the visual style of the original PSX and N64 games. The standard then was fullscreen 320 x 240. The lowest I've gotten to work in Leadwerks is 640 x 480. Is there a way to force lower resolutions, or will I need to employ some kind of function that redraws the frames? Maybe that function already exists? Thanks! Austin Quote Link to comment Share on other sites More sharing options...
Slastraf Posted February 14, 2015 Share Posted February 14, 2015 havent tried that in the app.lua? taught you can put in there any reslution Quote Link to comment Share on other sites More sharing options...
AnthonyPython Posted February 14, 2015 Share Posted February 14, 2015 you should be able to Quote OS: Windows 10 Pro CPU: i3-10100 CPU @ 3.60GHz GPU: NVIDIA 2060 Super - 8 GB RAM: 32 GB Link to comment Share on other sites More sharing options...
Olby Posted February 14, 2015 Share Posted February 14, 2015 Use System:CountGraphicsModes and System:GetGraphicsMode to iterate through all supported resolutions. If 320x240 is not on the list then I would not force it, it may or may not. Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
Rick Posted February 14, 2015 Share Posted February 14, 2015 I think this has more to do with the gfx card than LE. Quote Link to comment Share on other sites More sharing options...
beo6 Posted February 14, 2015 Share Posted February 14, 2015 maybe you can use some sort of shader for that? that would also make it independend of the real resolution. Quote Link to comment Share on other sites More sharing options...
shadmar Posted February 14, 2015 Share Posted February 14, 2015 Yes you can fake this in a shader. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted February 14, 2015 Share Posted February 14, 2015 Superquick mockup (will add to the pack in the ws aswell): #version 400 uniform sampler2D texture1; uniform bool isbackbuffer; uniform vec2 buffersize; out vec4 fragData0; const int downgrade = 6; //at original 1920x1080, 6 yields 320x180 void main(void) { vec4 modula = mod(gl_FragCoord, downgrade); vec2 newCoords = vec2(gl_FragCoord - modula) / buffersize.xy; if (isbackbuffer) newCoords.y = 1.0 - newCoords.y; fragData0 = texture(texture1, newCoords); } Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Red_Seeds_Profile Posted February 15, 2015 Author Share Posted February 15, 2015 havent tried that in the app.lua? taught you can put in there any reslution I tried plugging in different resolutions and the lowest I got working was 640 x 480. For 320 x 240, the screen flickered a couple times, but no dice. I think this has more to do with the gfx card than LE. You're probably right. I had the same problem with Unity. It was my understanding talking to other Unity users that 640 x 480 was the lowest supported display, so I figured it might be the same situation here. Thank you everyone for your help. I will try some more. Shadmar, if you put together something, that would be so awesome. I'm a coding novice. Most people I know think that that low of a resolution is terrible, but I love it. I generally adjust display settings to get the most pixelation. Quote Link to comment Share on other sites More sharing options...
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