Resolution change in NW.js

Discussion and feedback on Construct 2

Post » Sat May 16, 2015 10:40 pm

@squiddster, I don't think that there is a difference in a normal browser. The only use I see for this is if you wish to support reduced resolutions and set low quality fullscreen scaling to save some GPU effort (in NW). Having said that, I don't think it makes much difference to be honest (and it doesn't work in NW 12.1).
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Post » Sat May 16, 2015 11:52 pm

@sqiddster

I think most games are actually not adapting their resolution to the screen, but change the resolution of the system to the one of the game, which may be easier (or not) on performances as less pixels have to be processed.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sun May 17, 2015 12:05 am

Im getting some weird transparent border when going from non fullscreen to browser request fullscreen in Chrome.
Works fine in FF, and Nwjs, with the exception that fullscreen turned to off in Nwjs works differently, as in it looks more like letterbox.
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Post » Sun May 17, 2015 12:09 am

@Aphrodite low quality scaling does the same thing?
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Post » Sun May 17, 2015 7:22 am

I saw this on google, performance of border less stuff:

http://gaming.stackexchange.com/questio ... creen-mode
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Post » Sun May 17, 2015 8:17 am

@sqiddster it lowers the size of the canvas but still has to upscale it (which should be easier than rendering it full size, but still in case of a too large number of pixels, or in the case of something being slow in the implementation of that upscaling for some reason, might be slow, or even just fillrate)

My guess would be that actually, your low quality fullscreen + hi resolution issues come from this.

While setting the system resolution to the one of the game makes it so the actual number of pixels to process, and render is the same, and the only upscaling that may exist (for exemple: setting the resolution to 800x600 on a 1980x1080 display) is done at the root of the system, and dependent on the graphics settings.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sun May 17, 2015 11:57 am

@Aphrodite that's a good point, yeah the upscaling doesn't end up being very cheap.

I doubt you can do this through the browser. Maybe some custom nwjs thing could do it?
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Post » Sun May 17, 2015 1:28 pm

I'm getting good performance with my project ( thought on my rig ) with hd assets. resolution set to 960, 540 or half of that, and 4 times zoom ( using magicam ). I have no clue how it will perform on other machines, but I'm following my gut. And my gut says "power of two" :)
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Post » Sun May 17, 2015 1:41 pm

I dont see the problem with an external launcher, lots of games use them to alter the screen resolution and audio options before launching the game.
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Post » Sun May 17, 2015 2:46 pm

Like @spongehammer said, as long as you don't end up with a launcher that looks blank like that one that just screams "we have a launcher that we found somewhere" : http://pcgamingwiki.com/images/thumb/f/ ... uncher.png , it will be fine enough, just make sure that the user wants to use it, and not force them to use it everytime (I can imagine a parameter.exe being the configuration part, then you have a game.exe that will set the screen resolution then launch the game (nw.exe) in fullscreen if the fullscreen is needed, when the game is closed, the resolution comes back at its normal size.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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