I've got a game that is 1280x900, but I make my graphics twice as pixelated, meaning that each 'pixel' on my graphic is 2x2 pixels.
It's a bullet hell/touhou game and naturally there's a lot of bullets, so I was thinking, would it be better to reduce the resolution for the graphic files to half, and use set scale to 2 on every object, including the bullets?
I assume it's gonna help a bit with memory usage, but asking just in case the scale function affects performance in any way
Should I resize my graphics to half and use set scale to 2?
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
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Your performance will definitely be better, not worse. So it's just down to whether you can handle the blurriness (and potential slight reduction in collision accuracy)
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Sounds good, there's no blurriness if I use the speed option over quality option.
What about the collision thing? Does it get offset in any way? I use custom collision using compare two general values -
You can also set your window and frame size to half at 640x450 if you are happy for your objects to move on those 2x2 pixel boundaries. Fusion can be set to scale up the window to 1280x900 doubling the graphic size for you on everything, collisions unaffected. However, if you want your objects to move on 1x1 pixel boundaries then you have to go with one of your two options at the default resolution.
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You can also set your window and frame size to half at 640x450 if you are happy for your objects to move on those 2x2 pixel boundaries. Fusion can be set to scale up the window to 1280x900 doubling the graphic size for you on everything, collisions unaffected. However, if you want your objects to move on 1x1 pixel boundaries then you have to go with one of your two options at the default resolution.
I could size it down to 640x450, it would take reworking stuff, but I must know before hand: Can the window get resized without it becoming blurred a bit? The graphic style I'm going for is very low color, and the blurring kinda messes it up a bit, I've been trying to figure out how to remove it but I can't
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I believe the "Anti-Aliasing while resizing" under the Window properties controls that. I have mine switched off but it has been a while since I tested on mobile which I assume you are using?
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I believe the "Anti-Aliasing while resizing" under the Window properties controls that. I have mine switched off but it has been a while since I tested on mobile which I assume you are using?
On PC, and I always had that turned off, but it's still blurry, and my other issue is I can't even get it to resize properly, when I set screen size to 640x450, there's thin black bars above and below it.
My setup in app properties is:
Fullscreen > All disabled
Options > Check "resize display to fit window size"Any other setups pretty much don't resize the window at all, and keep it tiny
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I'm also worried because the Wx900 resolution is based on my own monitor resolution and I worry if someone is gonna use a different monitor size that it would have issues too
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1280x720 is much more common being a 16x9 resolution like many monitors use. You should find that standard sizes that are supported as native by graphics cards and drivers will scale up well. 1280x960 is closer to your resolution but thats a 4x3 ratio so no as common as 16x9 ratios are now.
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Here's an example of my game, running in Windows, with the anti-alias setting off (on the left) and on (on the right):
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I've zoomed in on the screenshots for both. The one on the right is noticably blurry right, so that is with anti-alias on. But the one on the left, while sharper, is still a bit blurry ... why is that? In my case I have a laptop with a high DPI screen. My scale settings are set to 175% otherwise text and icons are super tiny, and it is this scale up done by windows that adds that bit of blur. On my screen, the image on the left does not seem blurry unless you really look closely, or zoom in like I have here. I could work around this by setting my screen resolution lower so I can have a scale of 100% but even then the H/W would scale up the displayed image to fill the laptop screen with some anti-aliasing going on.
In your case, if you see blur with it off I suspect your device is doing something similar. You should find it more noticable if you set anti-aliasing on in Fusion.
You can improve this by going with the scheme you had started with, where pixels are 2x2 and that will likely look sharp on devices with that resolution. On devices with a different resolution you will get some resize blur again so you're never going to be 100% in control of that.
Fusion does give you an option to not resize the window, but instead increase or decrease the size of the frame to match the size of the window. This will result in some part of your screen being truncated or having more visible space (and graphics appearing smaller). You could try to move things about to minimise but I don't think it is worth going down this route as there is only so much you could accommodate for in this scenario.
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Here's an example of my game, running in Windows, with the anti-alias setting off (on the left) and on (on the right):
Please login to see this attachment.
I've zoomed in on the screenshots for both. The one on the right is noticably blurry right, so that is with anti-alias on. But the one on the left, while sharper, is still a bit blurry ... why is that? In my case I have a laptop with a high DPI screen. My scale settings are set to 175% otherwise text and icons are super tiny, and it is this scale up done by windows that adds that bit of blur. On my screen, the image on the left does not seem blurry unless you really look closely, or zoom in like I have here. I could work around this by setting my screen resolution lower so I can have a scale of 100% but even then the H/W would scale up the displayed image to fill the laptop screen with some anti-aliasing going on.
In your case, if you see blur with it off I suspect your device is doing something similar. You should find it more noticable if you set anti-aliasing on in Fusion.
You can improve this by going with the scheme you had started with, where pixels are 2x2 and that will likely look sharp on devices with that resolution. On devices with a different resolution you will get some resize blur again so you're never going to be 100% in control of that.
Fusion does give you an option to not resize the window, but instead increase or decrease the size of the frame to match the size of the window. This will result in some part of your screen being truncated or having more visible space (and graphics appearing smaller). You could try to move things about to minimise but I don't think it is worth going down this route as there is only so much you could accommodate for in this scenario.
I figured out that it's probably just my screen being unfortunate, because if I screenshot it, it shows it as fine, I don't have too many resolutions available on my system for some reason
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