FBNeo games do not scale up to largest available size
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I am running Retropie on a 31KHz arcade monitor at 640x480 60Hz. Video displays great, menus all look good. Modern games look great.
The only trouble i'm having is with classic arcade games (Donkey Kong) and vertical games. They render as small boxes in the middle of the screen. From what I was able to google, retroarch should be scaling the game up to fit the available space (to the nearest integer). So I would've thought these games would 2x or 3x to fit the display better.
This doesn't seem to be the case for me, and so I can't figure out if there is a setting i've missed, or if this is the same for everyone else? I've gone through and unset most everything. Aspect ratio is set to "Core". Integer scaling is "true".
I'm hoping I don't have to go into each game and set a custom size, however if I do, what's the best way to go about it? Do I need to set the custom x/y resolution? Is there a way to specify just 2x or 3x? I saw
video_scale
in the default config, but that didn't seem to do anything. -
@tamagokun said in FBNeo games do not scale up to largest available size:
This doesn't seem to be the case for me, and so I can't figure out if there is a setting i've missed, or if this is the same for everyone else? I've gone through and unset most everything. Aspect ratio is set to "Core". Integer scaling is "true".
Most likely the Integer scaling is what's causing this, since the game's resolution is scaled by 2x/3x/4x/etc. to the nearest supported resolution. In
dkong
's case, it runs at 256x224 rotated 270°, so 256 can't be scaled above 480 (which is your vertical resolution) and it runs at the original resolution.Disable integer scaling and see how the game is scaled, you can then save a core override that will apply to all games started with the FBNeo core.
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@tamagokun as @mitu said, the game has a height of 256px, so it can't even 2x if your screen has a height below 512px. For the reminder, vertical games were originally meant to run on vertical crt (which is simply a physically rotated crt), and as a matter of fact 256px could 2x if your screen had a height of 640px. I suppose your only choice here if you absolutely want to run vertical games on a horizontal crt is indeed to disable integer scaling, but keep in mind integer scaling is recommended for retrogaming (well, i have no experience with integer scaling on crts though).
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@mitu said in FBNeo games do not scale up to largest available size:
@tamagokun said in FBNeo games do not scale up to largest available size:
This doesn't seem to be the case for me, and so I can't figure out if there is a setting i've missed, or if this is the same for everyone else? I've gone through and unset most everything. Aspect ratio is set to "Core". Integer scaling is "true".
Most likely the Integer scaling is what's causing this, since the game's resolution is scaled by 2x/3x/4x/etc. to the nearest supported resolution. In
dkong
's case, it runs at 256x224 rotated 270°, so 256 can't be scaled above 480 (which is your vertical resolution) and it runs at the original resolution.Disable integer scaling and see how the game is scaled, you can then save a core override that will apply to all games started with the FBNeo core.
Agh, so if I had paused for a moment to do some math, I might have figured this out 🤦♂️
Thank you, i'll see if I can do 800x600, or maybe turn off integer scaling and see how it looks, though I imagine it'll be crud.
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Set the display to 800x600, but no dice, it seems like it possibly won't display at that res. Everything still says 640x480 (
fbset
,tvservice
)So i've turned off integer scale, and that did the trick. It's not exactly perfect, the pixels are a little fuzzy. But it's acceptable for now until I figure out more stuff I can try with the Pi config.txt stuff.
Thanks for the help!!
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