Layout Size Question

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Post » Sun Nov 23, 2014 3:11 pm

What is the most common layout size you are using for PC games?
Since browsers take up some of the real-estate I was wounding what is a good size for a modern game.
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Post » Sun Nov 23, 2014 7:40 pm

Layout size is basically irrelevant to cpu usage and I don't really think there's a common size used.
Window size is a different story, as this decides how many pixels are being drawn on the screen.

If your game is PC only, 1080p is probably a good route to go.
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Post » Sun Nov 23, 2014 8:05 pm

I guess I meant Window size.
So you mean by 1080 (1920 × 1080 )?
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Post » Sun Nov 23, 2014 8:13 pm

Indeed, I do..

It might depend on what you're doing, though. I'll explain.. bigger window size, means your sprites will end up being bigger to match, so everything will end up using more cpu. In most cases, this is not really a problem on PC, but if there's going to be a very large amount of sprites, it can add up.

I've been working on stuff for mobile, so I'm not really an expert here, but I think I know what I'm talking about. :lol:
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Post » Sun Nov 23, 2014 9:31 pm

Thanks for your input.
Though I am still looking for a general Layout Size for PC games. Too big eats up vidio memory, too small looks cheep.
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Post » Mon Nov 24, 2014 12:10 am

My layout is 120,000 by 2000
And every thing work smooth.
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Post » Mon Nov 24, 2014 5:26 am

wow...
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Post » Mon Nov 24, 2014 11:27 am

spacedoubt wrote:Indeed, I do..

It might depend on what you're doing, though. I'll explain.. bigger window size, means your sprites will end up being bigger to match, so everything will end up using more cpu. In most cases, this is not really a problem on PC, but if there's going to be a very large amount of sprites, it can add up.

I've been working on stuff for mobile, so I'm not really an expert here, but I think I know what I'm talking about. :lol:


This is actually true if the fullscreen property is off, or if the actual size of the window of the game is the size you specified,Else, the rule is more if the screen is larger it will cost more tile (not much if the the scaling mode is set on low quality), if it is smaller it will cost less time (regardless of the scaling quality). The size of the graphics themselves is what matters in reality, as as long as you have a scaling on your game the window size is really not that important due to the scaling itself (it serves as a reference, but since you can specify one and obtain the result you want anyway, it is more a "first choice for editing convenience" that is not that big, that is why the aspect ratio is far more important with it.)

Also a big layout size means nothing at all (it is litterally just two numbers that influence soem behaviors like the destroy outside layout, and lock the scrolling only if you want to) what is inside is what matters.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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