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What is the actual output resolution of 400p?


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Okay this is probably (definitely) a really dumb question, but if I'm playing a sourceport that outputs 640x400 (actually 852x400 since widescreen) then what is actually happening to the resolution to display correctly with square pixels? Like is the sourceport actually outputting a 480p framebuffer or stretching a literal 400p? Basically I'm asking because I'm applying a CRT filter via Reshade to Woof and I can't wrap my very smooth brain around whether I should be setting up the CRT filter to do 852x400 or 852x480 for maximum accuracy to how it would look on an actual CRT.

400 lines:

400 lines.png

480 lines:

480 lines.png

Edited by P0NYSLAYSTATION

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Not a full answer to your issue but it may help you, try to download and run the latest Nugget dev builds, every time you set a new resolution mode it tells you exactly what the screen renders the game at.

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By default Woof outputs an aspect ratio corrected fullscreen image at your monitor's native resolution. The 400p is an internal rendering resolution only. It uses a combination of nearest-neighbor and linear scaling to go from 400p to the final image. It normally presents the image using non-square pixels. If you want square pixels (and a squashed image) you have to set "correct_aspect_ratio" in the config file to 0.

 

EDIT: If you want nearest-neighbor used for all scaling set "Smooth pixel scaling" to "no".

Edited by mikeday

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Technically the output from the source port practically doesn’t matter. To be accurate depends on the resolution of the monitor you are trying to emulate. CRT monitors could have been 1024x768 or 1600x1200 for example. I believe most of my CRT doom experience was with a 1600x1200 19” Dell. 

 

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Thanks for the replies, to clarify the shader I'm using takes 2 resolutions, one for the resolution of the emulated monitor, and one for the output resolution of the content itself, so it sounds like I should set the framebuffer resolution to 400p and the emulated monitor resolution to 480p for the closest result. or possibly either 360p or 540p since those are the closest integer scales to 1080p

Edit: But then again, correct me if I'm wrong but doesnt a CRT output the literal number of lines it is given by the input? As in a 480p CRT would output 400p if given 400p input? Thinking about this gives me a headache :')

Edited by P0NYSLAYSTATION

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3 hours ago, P0NYSLAYSTATION said:

Thanks for the replies, to clarify the shader I'm using takes 2 resolutions, one for the resolution of the emulated monitor, and one for the output resolution of the content itself, so it sounds like I should set the framebuffer resolution to 400p and the emulated monitor resolution to 480p for the closest result. or possibly either 360p or 540p since those are the closest integer scales to 1080p

Edit: But then again, correct me if I'm wrong but doesnt a CRT output the literal number of lines it is given by the input? As in a 480p CRT would output 400p if given 400p input? Thinking about this gives me a headache :')

It’s been a while since I’ve look at how CRTs work internally but I’m pretty sure it’s not any different than an LCD in this respect. It has an internal mesh that determines the pixel resolution. In the OS you could select different resolutions but it had a maximum native resolution.  Anything under the maximum was just being upscaled to the native resolution. The native resolution you want to emulate would determine the number of rows/columns for your filter. 

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The difference between 400 and 480, is probably whether you include the status bar in your filtering or not.

 

On DoomLegacy, you can select several alternatives for the status bar, one of which is an overlay.  Depends on what woof has and which ones you use.

The larger number may be the safer choice.

 

 

Edited by wesleyjohnson

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