Feature #32726

Add 5k monitor support / Provide dedicated resolution option in the game

Added by Julius Borisov about 2 years ago. Updated over 1 year ago.

Status:NewStart date:09/27/2017
Classification:Public ItemDue date:
Assignee:-% Done:

0%

Category:-
Target version:-
Found In Version:Public Bug Reports - 2.5.16.3

Description

This is a feature request coming from the community.
The original BG with the widescreen mode allowed the user to set the resolution and had multiple assets for various resolution steps. The EEs don't allow that.
Fans are occasionally bringing up a problem of how the EEs look on bigger resolutions, see https://forums.beamdog.com/discussion/66305/bg2ee-barely-playable-at-3840x2160 and https://forums.beamdog.com/discussion/35984/baldurs-gate-at-5k . It looks like there is no good option for that now (aside from messing around with the systems display resolution).

History

#1 Updated by Julius Borisov about 2 years ago

Another thread contains the same complaint.

"The EE's unfortunately gave me more problems than they solved. Resolution problems, mostly. The EE's don't run very well on 4k resolution, unfortunately. I've tried lots of hotfixes, but the original games just end of running smoother."

Here's how the game looks for that user in vanilla + TuTu: https://www.reddit.com/r/baldursgate/comments/793kfa/mother_of_all_stat_rolls/

#2 Updated by Julius Borisov almost 2 years ago

  • Subject changed from Add 5k monitor support to Add 5k monitor support / Provide dedicated resolution option in the game

This topic (how the game looks too small or too big on certain resolutions because there's no dedicated resolution option in the game) is again brought up (during the 2.5 open beta).

"So if i disable the UI scaling option within in the program, it's displayed extremely small (assuming it's running on a 3840-screen without any scaling at all). If i activate the UI scaling option, then the UI is scaled to fit in ... this is okay and as intended by the programmers, but for my taste this is way too big now" https://forums.beamdog.com/discussion/67593/hidpi-displays-retina-and-ui-scaling-in-2-5betas-windows-10-but-maybe-others-too#latest

It's basically the same thing Jamie mentioned a couple years ago before joining the team, here: https://forums.beamdog.com/discussion/comment/673031/#Comment_673031

"My main gripe with BG at 4K and UHD is that the interface is either obnoxiously large or too tiny to see (with my eyesight). Zoom functionality is great, but that zoom really depends on the scaling interface option. I've attached images for each of the following:- scaling user interface disabled and fully zoomed in (link - https://us.v-cdn.net/5019558/uploads/FileUpload/84/79ce6f76ac4a16473c13f3920924d9.jpg), scaling user interface disabled and fully zoomed out (link - https://us.v-cdn.net/5019558/uploads/FileUpload/12/2f7e2218a8f5e92e3439ae982718f4.jpg), scaling user interface enabled and fully zoomed in (link - https://us.v-cdn.net/5019558/uploads/FileUpload/3b/191dd75906a42a9e727e8cdca49ecd.jpg), and scaling user interface enabled and fully zoomed out (link - https://us.v-cdn.net/5019558/uploads/FileUpload/e7/43cababef4dd8dc6b51eb8118634b2.jpg).

Now, as a comparison, the standard view on tablets (~5-9") is to disable the scaling user interface to purposefully enlarge the controls in order to see them on smaller screens. That's fine for 5-9 inch displays, not so fine on 27-32 inch. So enabling the scale user interface option is the best bet so far as gameplay is concerned (area map and moving your character). That, however, makes everything too small to adequately see; fiddling around with tiny icons in my inventory is not my idea of fun. In addition to that, the only way to see some text at the high end of the resolution scale is to increase the font size to maximum. That can create a disparity between font sizes and controls/interface objects.

For example, let's use the inventory since I mentioned that just previously (link - https://us.v-cdn.net/5019558/uploads/FileUpload/03/5c5418e1007f7e9663016a1d93afab.jpg). The double line of text for the hit points would already be smaller under normal circumstances. When the scale user interface is disabled and the font size is increased, it looks almost illegible. Imagine if a spider could write, now imagine trying to read that writing.

The problem is that the display sizes are not increasing with the resolution—which to some degree would defeat the extra clarity and increased PPI (e.g. 'Retina' displays). For this game to be enjoyable at 4K:
With scale user interface disabled and controls are tiny, the display size needs to increase (I would suggest ~48 inch display, e.g. television)
With scale user interface enabled and the control sizes increase, the display size needs to decrease when compared to the increased resolution (5-10", maybe a bit larger with an upper limit of ~17 inches)
The third option is to implement some sort of option where the user can pick a scaling option that best suits the resolution they are playing with; on 4K/UHD, somewhere between the two current options:- tiny and humongous."

#3 Updated by Beleg Cuthalion almost 2 years ago

  • Found In Version changed from 2.3.67.3 to 2.5.10

I have been testing this with my 4k notebook screen with windows 10 ... some thoughts and proposals:

The problem:
Some aspects on the games blindly assume that they are running on a screen that has a convential pixel density of around 90-120 pixels per inch. On these screens, an element with a dimension of 100x100 pixel will be about 1x1 inch in size. This was an assumption quite true until screens with a higher pixel density arrived (around 220ppi on iMac, around 290ppi on a 4k 15,6" notebook display, around 300ppi on a pixel C android tablet, ...). on these devices, when using absolute pixel measurements for elements, these appear far far smaller than on "normal" screens, as 100 pixels on these screens are far smaller. To compensate this, apple has established some hard-coded scaling factor to double the phyisical size of all screen elements, while microsoft has established a variable scaling factor that can be set by the user from 100% to 500% (most often it is set to 200%). Instead of showing more on this screens smaller than usual, the elements are rasterized to a finer grain, increasing sharpness (best visible for all fonts).

We have discussed this further and in more details here: https://forums.beamdog.com/discussion/67593/hidpi-displays-retina-and-ui-scaling-in-2-5betas-windows-10-but-maybe-others-too

I so far identified these elements in the IE:EE games that seem to work with absolute pixels:
– the non-scaled UI is way too small (while the auto-scaled version is too large)
– the hardware mouse cursor is way too small (the software cursor is scaled up though)
– it seems that font sizes are affected as well somehow ... running at 4k resolution (3840x2160), the font size slider settings 0, 1 and 2 are usable (all above are completely oversized). when forcing the game to run with fullHD (1920x1080), then the slider settings 1, 2, 3, 4, 5, 6 are "reasonable", only the settings 0 and 7 are too small or far too large.

first, the easy solution for the prime problem:
the problem of the non-scaled UI being far too small could be solved with a UI size slider instead of the current binary switch "scale UI / don't scale UI".
This would allow every user to scale the UI to his liking, independently of screen dimensions and resolution (and therefore pixel density).
So this seems to be the "easy way out" to the biggest issue regarding the IE:EE games on highres/4k/5k/retina screens (all screens that have higher pixel densities than the usual 90-120 pixels per inch). This does not solve the font sizes issues and the hardware mouse cursor size.

second, making the games more future proof:
looking into the future, more high density screens will be on the market, and there won't be any more "standard pixel density". So keeping some elements of the game assuming some default density will make the games less future proof. The "right" solution would be to identify all aspects that still use or rely on absolute pixel dimensions and eliminate those. The operating systems provide support for this by communicating the pixel density or the user-set scaling factor to he programs, so they can handle things correcly. For example, if for example the scaling factor in windows is set to 200% (to make things on a 3840 screen to appear as big as on a 1920 screen, but sharper), the games should double the size of everything that is currently still calculated in absolute measures (--> make the non-scaled UI 200% size, make the hardware mouse cursor 200% the size of now, and make the base to calculate the font sizes to adjust accordingly too). (please still consider a ui scale slider though – it's not bad idea!)

#4 Updated by Beleg Cuthalion over 1 year ago

  • Found In Version changed from 2.5.10 to 2.5.16.3

just updated the version number so this is not lost for future updates.

#5 Updated by rede 9 over 1 year ago

Why to stop to 5k? What about 8k support?

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