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Hey Inomsim, thank you for your feedback and we will consider it!
UI scaling takes months to adapt and is not something for the Early Access Version.
Could you also tell us what resolution you are playing on?
Thank youuu ^^
I play on 1920x1080.
I can see the font on the main menu without any issues, but I have to get closer to the screen to read most of the texts in the game.
And there is plenty of space on the screen to increase the font.
For example, in the resources panel in the top right corner, the font doesn't even take half the height of the black background.
Most of the widgets also have plenty of screen space left to be slightly bigger with bigger font.
but ok, my monitor is 32"
jk but it's really surprising that this game doesn't support simple text scaling, the UI looks like it can scale if I change the size of the window so I'm not sure why simply changing the font size wouldn't work.
Not only that but setting my scale to 150% on the windows display setting works and makes the game readable (but everything else is now too big)
Would it be possible perhaps to force a scale just like windows' display setting but for this application alone?
For reference I'm on a 1440p 27" screen
Edit: I tried a workaround by going to the properties of the game's exe -> compatbility -> set application scaling to "keep the scaling of the system when the application starts", then set my system scaling to 150% and opened the app but as soon as I put it back to 100% it becomes small again, I tried every combination of settings but it doesn't seem to work :(
edit: another option would be letting us just modify the zoom factor of the webframe :
https://github.com/electron/electron/blob/main/docs/api/web-frame.md#webframesetzoomfactorfactor
For your 1440p 27" screen, a potential solution using Windows' per-application scaling is:
1. Right-click on the game's executable (.exe) file and select Properties.
2. Go to the Compatibility tab and click "Change high DPI settings."
3. Check "Override high DPI scaling behavior" and select "System (Enhanced)" from the dropdown menu.
This method should allow scaling the game independently without affecting other applications.
Regarding DLSS (Deep Learning Super Sampling), while initially mentioned as a joke, it's worth noting that this technology can indeed affect UI elements, though not in the way intended for text scaling. DLSS is a complex technology that uses AI to upscale lower resolution rendered images to higher resolutions. While its main purpose is to improve performance and visual quality of 3D graphics, the upscaling process can affect the entire image, including UI elements.
"UI or HUD elements, in particular, get garbled in the AI-generated frames, presumably because the AI is geared toward 3D environments and not 2D text that's on top of the game itself. DLSS 2 doesn't have this issue because the UI is rendered independently of the 3D elements, unlike DLSS 3."
"The frame generation part of DLSS 3 isn't impacted by CPU bottlenecking but has two major problems of its own. AI isn't that great at duplicating UI elements like text and minimaps, and DLSS 1/2 gets around this by only letting the AI upscale the 3D elements in the game and applying the UI afterward. However, DLSS 3 with frame generation is forced to use a completely rendered frame, including the UI, and this causes the UI to flicker and occasionally be garbled or even unreadable."
It's important to note that DLSS is not specifically designed for UI scaling, and its effects on UI can vary:
1. In some cases, DLSS might make UI elements appear blurry or cause ghosting effects. This is because DLSS applies its upscaling to the entire image, potentially affecting UI layers.
2. The effectiveness of DLSS on UI elements can depend on how the game implements its user interface. If the UI is rendered separately from the 3D scene, DLSS might have less impact on it.
3. Some games or applications might need to implement specific measures to ensure DLSS works well with their UI. For example, the Unreal Engine DLSS plugin includes options to enable DLSS in editor viewports, which could affect how UI elements are displayed.
4. DLSS technology is continually evolving. The latest versions (like DLSS 3 and 4) include improvements that might better handle various elements of the image, including UI.
While DLSS could potentially help with scaling issues in some cases, it's not a direct solution for UI scaling problems. For the best results, games should implement dedicated UI scaling options that allow players to adjust interface elements independently of the rendering resolution or DLSS settings.
The most straightforward solution remains for the developers to implement a built-in UI and text scaling option within the game itself. This would allow you to adjust the interface and text size to your preference without relying on system-wide settings, workarounds, or technologies not intended for UI scaling.
Citations:
https://www.reddit.com/r/WutheringWaves/comments/1czzol4/improving_pc_graphics_quality_and_playability_on/
https://www.digitaltrends.com/computing/everything-you-need-to-know-about-nvidias-rtx-dlss-technology/
https://www.youtube.com/watch?v=FSxtKRpJ2XI
https://github.com/praydog/REFramework/issues/670
https://steamcommunity.com/app/1144200/discussions/0/4035852333643664619/?l=german
https://raw.githubusercontent.com/NVIDIA/DLSS/main/doc/DLSS_Programming_Guide_Release.pdf
https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md
https://www.nvidia.com/en-us/geforce/news/dlss4-multi-frame-generation-ai-innovations/
https://steamcommunity.com/ogg/1651560/announcements/detail/6339462661719316734
That's 1 month after release...
So unless the previous message above can help you, there will be no fix.