Difference between revisions of "Aspect ratio"

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(mostly changes to the Doom 95 section, see associated talk page)
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[[Image:Aspect-ratio-titlepic.png|thumb|right|Aspect ratio corrected and uncorrected versions of the Doom guy's face on the Doom title screen, compared with the version from the box art, strongly suggesting that the Doom art was designed for the 320x200 screen mode.]]
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[[Image:Aspect-ratio-titlepic.png|thumb|right|Aspect ratio corrected and uncorrected versions of the Doom guy's face on the Doom title screen, compared with the version from the box art, strongly suggesting that Doom's in-game graphics were designed specifically for the 320x200 screen mode.]]
 
[[Vanilla Doom]] runs in [[Wikipedia:VGA|VGA]] 320x200 mode.  However, the pixels in this mode are not square: each pixel is 20% taller than it is wide.  The game screen therefore fills the entire screen on a monitor with a 4:3 aspect ratio, although the dimensions of the screen mode itself are not themselves in a 4:3 aspect ratio.
 
[[Vanilla Doom]] runs in [[Wikipedia:VGA|VGA]] 320x200 mode.  However, the pixels in this mode are not square: each pixel is 20% taller than it is wide.  The game screen therefore fills the entire screen on a monitor with a 4:3 aspect ratio, although the dimensions of the screen mode itself are not themselves in a 4:3 aspect ratio.
  
Most of the Doom graphics appear to have been specifically designed for the 320x200 resolution; for example, the appearance of the title screen better matches the Doom box art in 320x200 VGA mode.  Similarly, the shape of the [[status bar face]] better matches the [[:Image:Aspect Ratio Mona Lisa.png|dimensions of a real human face]] when run in 320x200 VGA.
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Most of the Doom in-game graphics appear to have been specifically designed for the 320x200 resolution; for example, the appearance of the title screen better matches the Doom box art in 320x200 VGA mode.  Similarly, the shape of the [[status bar face]] better matches the [[:Image:Aspect Ratio Mona Lisa.png|dimensions of a real human face]] when run in 320x200 VGA.
  
 
When the Doom graphics are displayed in a square pixel video mode (640x480 or 800x600, for example), they appear "squashed" relative to how they appear in the non-square pixel 320x200 VGA mode that Doom runs in.  Problems arise on some modern computers that only support square pixel graphics modes.  Some [[source port]]s support aspect ratio correction, which attempts to remedy this.
 
When the Doom graphics are displayed in a square pixel video mode (640x480 or 800x600, for example), they appear "squashed" relative to how they appear in the non-square pixel 320x200 VGA mode that Doom runs in.  Problems arise on some modern computers that only support square pixel graphics modes.  Some [[source port]]s support aspect ratio correction, which attempts to remedy this.

Revision as of 16:57, 16 March 2009

Aspect ratio corrected and uncorrected versions of the Doom guy's face on the Doom title screen, compared with the version from the box art, strongly suggesting that Doom's in-game graphics were designed specifically for the 320x200 screen mode.

Vanilla Doom runs in VGA 320x200 mode. However, the pixels in this mode are not square: each pixel is 20% taller than it is wide. The game screen therefore fills the entire screen on a monitor with a 4:3 aspect ratio, although the dimensions of the screen mode itself are not themselves in a 4:3 aspect ratio.

Most of the Doom in-game graphics appear to have been specifically designed for the 320x200 resolution; for example, the appearance of the title screen better matches the Doom box art in 320x200 VGA mode. Similarly, the shape of the status bar face better matches the dimensions of a real human face when run in 320x200 VGA.

When the Doom graphics are displayed in a square pixel video mode (640x480 or 800x600, for example), they appear "squashed" relative to how they appear in the non-square pixel 320x200 VGA mode that Doom runs in. Problems arise on some modern computers that only support square pixel graphics modes. Some source ports support aspect ratio correction, which attempts to remedy this.

If Doom's native 320x200 resolution is not supported, the screen may be displayed within a higher screen resolution, resulting in black borders at the top and bottom of the screen ("letterboxing"). For example, 320x200 mode games may actually run in 320x240 mode (a 4:3 resolution).

Aspect ratio correction

Some source ports include aspect ratio correction. This performs stretching of the screen's contents when running in a 4:3 screen mode, so that the graphics appear as they appeared in Vanilla Doom. This is generally accomplished in one of two ways:

Graphical scaling 
In this approach, the individual components of the screen are scaled to fit the 4:3 mode. For example, the renderer is run in a way such that the game view is drawn at the correct aspect ratio. Other graphics, such as the status bar, are drawn stretched. A disadvantage to this approach is that some of the graphics (such as the status bar) may appear distorted due to the scaling. This is the approach taken by ZDoom.
Whole-screen correction 
With whole-screen correction, the screen is rendered to the original 320x200 size. Low-level graphics code then stretches the entire screen to fit the 4:3 graphics mode. A disadvantage of this approach is that the screen may appear blurry due to the stretching. This is the approach used by Chocolate Doom for aspect ratio correction.
A rectangular room in E1M3 is distorted in the automap.

Note that the automap is not generated by the rendering engine, so it does not automatically inherit the aspect ratio correction of a given port (see figure).

Different aspect ratios

The start of MAP01 as it appears in Doom 95. Compare with how this appears in the original Doom.

Some source ports handle 4:3 screen modes in a different fashion. An example is Doom 95, which renders the screen with a different type of aspect ratio correction when running in 640x480 mode. Instead of stretching the pixels, it expands the viewable area. The result is that the player can see more when running in 640x480 mode than in 320x200 or 640x400 mode.

Widescreen modes

When setup correctly, 16:10 widescreen displays a wider area than 4:3 fullscreen, not a shorter area.

Widescreen modes add an extra level of complication to the aspect ratio issue. Some modern monitors have a physical 16:10 aspect ratio, rather than the "traditional" 4:3 aspect ratio. In this scenario, the aspect ratio correction should still be performed. The extra horizontal space can either be used to increase the horizontal viewing angle, or simply filled as a black border ("pillarboxing").