Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
This is the only reason I'm really hesitating to buy this game.
When I code, I make sure I use up-to-date libraries and not stuff that is already obsolete by the time I start. Now sure I don't do game dev (for now at least) but still, the principle holds.
Supporting all resolutions for a game is basic stuff. You expect every game to pass that hurdle. It's not acceptable to ask your users to fix the problem with workarounds on their end.
For me it's as simple as: If the game has been in dev for multiple years and has no basic scaling support in 2020, then what else is missing?
Agreed. This is the first game i've ever played a game that does not support 4k, or other high resolution desktops.
"You adopt something early, you deal with early adopter problems. Same as it's ever been."
4K is not early adopter anymore...
There literally is no excuse. Ask around at GDC, or on game developer forums, literally no one has heard of this being an issue, unless it was back in 2015 when only a small amount of people had high res monitors around 4k. It's not just 4k, but there are many other high resolutions as well that don't seem to work great.
And also something I didn't know which solves my problem is that the window sizes can be changed. I hadn't realized this until just now, not sure when that was put in but I like it. Thank you.
Fullscreen was on and it only filled a quarter of my screen while also being very blurry, as if the screen switches to 1080p but the game fails to fill it up. Playing on 4K makes everything too small and that font mod didn't help either.
Even really old games such as Fallout work at 1080p on my 4k monitor. Mind boggling how this game doesn't support it.
Less than 2% of Steam users have VR headsets as well. What's your point?
No. I think you have made it pretty clear you have no interest in supporting 4K anytime soon and would rather force users into workarounds, which I have tried and they don't work very well. Do you think it's my inept knowledge of PCs that is my problem? I didn't buy my computer pre-built, I put it together myself and have worked as a desktop support tech for the beginning 8 years of my career and have been a sysadmin for the past 12. I don't know what you're trying to achieve with all of your snarky responses like, "if setting a flag on an exe or pressing subscribe on a mod Is too difficult". I've liked this game from the beginning and was playing it on a 1080p "potato" monitor that I owned for way too long and finally went 4K, 120hz, G-Sync, HDR. So I guess that's my fault for being an "early adopter". Thanks for all your help!
Honestly, I've come around. I play on my 4K monitor at 3840x2160. I no longer use the Big Freakin' Fonts mod but have been using the UI scaling. Yeah, some things are still hard to see like the date on the wristwatch but for the most part I'm happy with what I'm getting. What could be nice is if we can get resizing for all the windows (like the watch) to adjust their size to fit. But all in all, I've been able to play and enjoy the game without having to use work arounds.
Build 41's BFF setting is buried in the menus (not easily discoverable. I'd suggest making 2x scaling the default setting on 4k). I only discovered it after reading @EnigmaGray's post. IWBUMS doesn't help w/ the DPI scaling.
Even then, it's *really* hard to resize the UI menus since UI controls aren't resized, and some UI dialogs (like alarm clocks) have a bit of clipping involved.
I haven't used LWJGL before, but I'd have a look at:
https://stackoverflow.com/questions/6544510/how-to-get-the-screen-dpi-in-java
https://superuser.com/questions/988379/how-do-i-run-java-apps-upscaled-on-a-high-dpi-display
http://wiki.lwjgl.org/wiki/Using_High_DPI_Mode.html (wiki page last modified 2013, but System.setProperty("org.lwjgl.opengl.Display.enableHighDPI", "true") looks interesting.
Hopefully there's a way to combine information about the physical screen's DPI (or at least read Window's UI scaling parameter) and scale UI elements appropriately.