[Scummvm-tracker] [ScummVM :: Bugs] #12704: Aspect ratio and resolution issues on 2.2.1 pre
ScummVM :: Bugs
trac at scummvm.org
Wed Jun 30 21:10:06 UTC 2021
#12704: Aspect ratio and resolution issues on 2.2.1 pre
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Reporter: notimp | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Port: Wii
Version: | Keywords:
Game: |
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This is a rather complex problem to approach - but as I like the Wii
version of ScummVM very much, I would be thrilled if it could be tested
and fixed in future versions.
The issue lays with analogue video modes and how they are handled on the
Wii build.
The Wii supports 4:3 and 16:9 video output modes both of which output an
SD signal, that in the 16:9 case has to be stretched by the TV itself.
For the issue description, lets stick to Wii screen settings of 4:3 and
480p as 'the desired' output format - where ideally scaling would fall in
line with the best possible result.
This is how the Wii port is conceptualized currently, because if I chose
16:9 and 480p in the Wii display menu - the current sliders in ScummVM
(custom Wii menu) for stretching and shrinking x and y axis of the image
dont allow to even get close to a 4:3 aspect ratio, regardless of slider
settings, because the x axis remains too wide (stretched to 16:9 by the
tv) - lets ignore that for now (even call it desired behavior), as most
ScummVM games are 4:3 anyhow - so starting up ScummVM in 4:3 480p would be
desired anyhow (less stretching).
The issue now becomes, that its currently impossible to get aa correctly
scaled 640x480 (so 480p) image out of the console currently.
Tested with Broken Sword 1 and other games, but Broken Sword is a good
testcase, as it is 640x480 natively.
Bug description.
When booting up Broken Sword 1, with both (Wii specific) ScummVM Menu
sliders for image adjustment (wii_video_default_underscan_x and y) zeroed,
you'll notice, that the output is weirdly stretched on the x axis. Even
when aspect ratio correction is on, which is probably superseeded by the
"wii_video_default_underscan_x and y" implementation.
This wouldn be such an issue, if you could expand the x axis, but you cant
(already maxed out), you so have to start to reduce image height in the y
dimension (usually by 8 or more in the wii_video_default_underscan_y
option), which results in not the entire 640x480 resolution being able to
be used for the game to be displayed.
This not only causes image degradation, but entire lines of the signal
being discarded, which in Broken sword (native 640x480) shows up in
distortion on dialogue text (you have to enable speech and text in ScummVM
settings), on some dialogue lines, where the text renders missing the last
line of pixels and looks cut off. You can also see it as line blacking
(and cut off lines), on the looking glass symbol in the same game, when
moved across the screen vertically.
Its reproducible in the intro sequence of the game (first 15 minutes or
so), so it shouldnt be hard to replicate.
Now, here comes the proposal. While I understand the need for ovescan
compensation (underscan) on consoles that only support analog signal out -
the current solution, very easily - and actually by default breaks aspect
ratio correction (at least on games where pixels are supposed to be square
(so Broken Sword 1). The workaround that was suggested by people for three
years now ( https://forums.scummvm.org/viewtopic.php?f=16&t=14342 ),
namely setting wii_video_default_underscan_y to 8 or higher, cuts into the
available vertical resolution, which in itself causes large issues with
native 640x480 games.
Please provide, at least one mode, where with the Wii set to 4:3 and 480p
aspect ratio correction (ScummVM feature) gets applied correctly and the
entire 640x480 resolution is used for image content (with no overscan
compensation (underscan) in place).
Most of the TVs available today are able to be set to 'just scan', where
no overscan in image content is expected, and thereby display 640x480
games correctly (At least in 480p output mode on the Wii). This would be
expected behavior, and results in the highest quality output possible
(integer scaled or native 640x480 resolution images) - currently, the
default output is broken aspect ratio wise, and the workaround cause even
more substantial issues (lines of pixels missing)). Leave the other mode
in there as well, for people that actually have to apply overscan
compensation.
I hope that I've laid out the issue in as much detail as needed to
understand it, and would love to see this addressed in the future.
I also understand, that seeing the behavior isnt as easy on a 4:3 CRT (and
all of the Wiis outputs are analog.. ;) ) but with even a decent sub 100
USD scaler like the OSSC the described behavior (and the issues it causes
currently) very much become obvious.
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Ticket URL: <https://bugs.scummvm.org/ticket/12704>
ScummVM :: Bugs <https://bugs.scummvm.org>
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