These are chat archives for UltraStar-Deluxe/USDX

18th
Jul 2016
basisbit
@basisbit
Jul 18 2016 00:44
for non-conflicting features, just implement them and we will see if they work or not.
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:46
what do you think
have resolution and refresh rate selected separately
basisbit
@basisbit
Jul 18 2016 00:47
I created a milestone for the next release. I'd like to do that release and then after that would like to start on replacing the old OpenGL 1.x stuff
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:47
or combine and have a list of "800x600 @60, 800x600@75,..."
basisbit
@basisbit
Jul 18 2016 00:47
I don't really see that much of a reason for refresh-rate in a game like USDX
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:47
in a real fullscreen program, you'd need to specifiy that
basisbit
@basisbit
Jul 18 2016 00:48
on many systems you get only good performance with exactly the native refresh rate
can't we get the refresh rate from the OS or by some SDL2 function?
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:48
if the system is providing a refresh rate the display can't show, it will be black screen
I am currently using the "curren refresh rate" and only change the size.
basisbit
@basisbit
Jul 18 2016 00:49
the system is not going to show a refresh rate that the display can't handle. even the default vesa driver can probe the monitor for supported modes
*return
I'd suggest to implement everything as simple as possible.
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:50
I am already reading the possible combinations but only store the size and ignore all the others, even if there's a resolution not having the current refresh rate
basisbit
@basisbit
Jul 18 2016 00:50
otherwise USDX will turn out as another performous
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:51
in a window mode and borderless mode, the refresh rate is irrelevant
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:51
you can now setup all resolution specifically for each mode
i know
basisbit
@basisbit
Jul 18 2016 00:51
ok
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:51
but refresh rate is crucial
plugin the video out into a analog TV, and try use a 720p resolution
basisbit
@basisbit
Jul 18 2016 00:52
how about allowing the user to specify it in the config file, but not in the settings part of the UI?
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:53
why not?
basisbit
@basisbit
Jul 18 2016 00:53
usually in games when they set something that your hardware configuration doesn't support, you'd just press ALT+TAB or Ctrl+Alt+Del to switch back to desktop window view and there you can kill the game
because there are already too many setting options in the options area
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:53
"can kill the game" ... that should be prevented
basisbit
@basisbit
Jul 18 2016 00:54
99% of the users won't even know what resolution to choose or what the screen refresh rate even is
RattleSN4K3
@RattleSN4K3
Jul 18 2016 00:54
SDL provides it
refresh rate is even more important than depth (which IIRC isn't used atm)
basisbit
@basisbit
Jul 18 2016 01:03
yes, USDX 1.1 used real fullscreen with fully adjustable screen sizes and so on, and that was a nightmare for many users. You regularly saw 4:3 screen resolution on 16:9 screens and it had major issues when changing screens during game play. Thus I decided it would be best to let the OS handle all of that and just use borderless "fullscreen" windowed mode which handles all this really nicely. the hardware requirements of usdx are so low that there is no need for lowering screen resolution anyways if you have video hardware acceleration.
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:04
this would work for that specific use use
where the display driver is capable of mirroring etc.
basisbit
@basisbit
Jul 18 2016 01:04
and with windowed mode, there is no need to tell the OpenGL context about what color space to use, what decoder is best, what color depth to use, what refresh rate and so on because the opengl context inherits that from the OS already
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:05
but there are cases where you want the system to run a different resoltuion when playing the game
basisbit
@basisbit
Jul 18 2016 01:05
well, then simply change the setting in the OS for the screen and then start the game
;-)
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:06
that's a no go
basisbit
@basisbit
Jul 18 2016 01:07
you have to make a decision there in my opinion: make it very easy for 99% of the use cases or make it more complex to aso support those really rare use cases where you can't use the native OS screen resolution for the game.
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:08
both work together
it's the game to automate/prevent a bad setup (including intuitive UI)
basisbit
@basisbit
Jul 18 2016 01:08
only use case I currently can think of is when your graphics card is really old (older then 2005) or when you use software rendering
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:09
2005 isn't that old for running such "party game" in your home.
basisbit
@basisbit
Jul 18 2016 01:10
it is > 11 years old hardware
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:10
refresh rate is pretty common (and required) for CRT as well
basisbit
@basisbit
Jul 18 2016 01:11
not really as the refresh rate has to be already correct for your native OS anyways
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:11
the primary adapter doesn't always run exact same settings etc.
basisbit
@basisbit
Jul 18 2016 01:12
as I said already, this is an open source and free project, you may implement it and then we will see how it works and try to improve it further.
My only issue with this is that doing that on our own requires handling lots and lots of corner cases which add additional complexity for not much benefit
and usually all that is what the OS is there for. As a game developer you should not have to worry about that nowadays.
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:14
if there's the mode available and no issue is reported, it either means it works well, or no one uses it. you don't know
USDX isn't a proper game like what nowadays exist
basisbit
@basisbit
Jul 18 2016 01:15
that is what bidirectional communication is for. you talk to your users and see how they react, what issues they encounter, how they like certain new features and so on. =)
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:16
if there's one specific feature, it should be complete and not badly implemented (like the real fullscreen)
basisbit
@basisbit
Jul 18 2016 01:17
I agree.
anyways, I have to go to bed now. Need to get up and work in ~ 5 hours
RattleSN4K3
@RattleSN4K3
Jul 18 2016 01:18
good luck ^^
basisbit
@basisbit
Jul 18 2016 22:35
Alt+Enter does not work to return form fullscreen to normal screen on ubuntu 16.04 apparently. it only switches back and forth immediately and then also sends the enter button pressed event to the window
RattleSN4K3
@RattleSN4K3
Jul 18 2016 23:43

sends the enter button pressed event to the window

which does what?

Alt+Enter does not work to return form fullscreen to normal screen on ubuntu 16.04 apparently

is switching back to windowed mode from the menu possible? What does Alt+Enter do for other fullscreen programs. Is Alt+Enter a default command to exit the program's fullscreen on Linux?

there are some small issue with the fullscreen using SDL2. not sure if the order of applying the window size or the callback event reverting the size is interfering the default code flow of how fullscreen is toggleable

what does this change relevant to USDX do

Utility > Workarounds > uncheck Legacy Fullscreen Support

RattleSN4K3
@RattleSN4K3
Jul 18 2016 23:48
I should also test fullscreen on windows 8.