Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
We could potentially add support for counter stretching everything, I’ve never seen that in any game, but it could be interesting ^^;… if I get time maybe I’ll try it out, but sadly not high priority right now. But I hope to find time to just try it out on Monday, but no promises, and if there are any unforeseen problems with adding a counter stretch method then I it’s likely I won’t be doing it any time soon, as there are other things that need attention as well (the counter stretching wont impact anything but the 3D elements btw, so menus and HUD will still be get stretched).
About lower resolution menus however, the text ties to scale up as much as it can without overlapping with other elements too much, as we want the text to be as readable as possible. Though, as it’s done mathematically and with the same algorithm for all resolutions, there might be some resolutions that are not working that well maybe. Please show us a screenshot of the problematic area and we can try to look into fixing it.
There might not be much we can do about that it’s hard to read the text in low resolutions, as text with only a few pixels and that is not pixeled by hand like old-school games are bound to get hard to read. If there is something you fell is unnecessarily hard to read, please show a screenshot of that as well.
One other alternative we could look into is to allow down sampling/up sampling of the 3D rendering, so you run the game in the screens native resolutions, and run the game on an off screen buffer that is either smaller or larger, and then scale it to fit the screen. That will most likely get a bit blurry though, and not look all that good. But it will allow you to run the menus in full resolution. But it will get a bit more demanding than just running the game in a low resolution… and an option like that would ta a little more time to make.
We are currently a little busy, but we will try to do what we can to help.
"Adjust desktop size and position" - > "Perform scaling on:" "GPU" instead of "Display".
If you have Intel integrated graphics and an nVIDIA mobile card, you should disable the integrated graphics for playing games.
Assuming it's disabled, figure out which card you have, download and run the appropriate driver installation and you should have access to those options. If your mobile nVIDIA adapter isn't supported by the drivers, the installation program will not allow you to install an incompatible version.
It appears that if you have nVIDIA Optimus, which may be the case, you will not be able to fix things in this way. If that is the case then I suggest you consult this thread: http://forum.notebookreview.com/gaming-software-graphics-cards/615855-nvidia-optimus-scaling-w-fixed-aspect-ratio-option.html for a brief discussion between three users about how to enable this specific feature for your specfic situation.
Good luck.
I knew that it was possible to configure things like that on some level on most computers, but I didn't feel I was knowledgeable enough on different hardware conflagrations to know how widely it was supported ^^;
I will still try to implement a counter stretch method if I get time, as it would be nice to be able to make the game look right no matter the game resolution vs monitor aspect ratio.