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d3d_disp_scaled_2d_overlay
enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")NOTE: Enabling scaling may actually improve performance, especially at high resolutions.d3d_disp_scaled_2d_overlay 64
alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled upto the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)d3d_disp_scaled_2d_overlay 960 540
force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple(smoothness/fuzziness vs pixel perfectness)d3d_disp_force_filter_scale2d
d3d_disp_scaled_2d_overlay 3
Ok, so if I have 1920x1080 resolution then what resolution should I enter to get pixel perfect scaling and large HUD?
I'm using screen resolution 1440 x 900.
He just told you: 960 540.
The only way to get pixel-perfect scaling is by using an even multiple of the target resolution. This is true of any image scaling application. If that doesn't give you a size that works for you, you're going to have to accept pixel interpolation and a little fuzziness or blockiness.
d3d_disp_scaled_2d_overlay 64d3d_disp_scaled_2d_overlay 640 480
However, if I were to play in my native 1920x1200 resolution, I might want to experiment with the second line to better match the resolution it is scaling to.
Set Code: [Select]d3d_disp_scaled_2d_overlay to a percentage of your current in-game screen resolution.E.g if your in-game resolution is 1920 x 1080, setting 2d_overlay to 75% which would be 1440 x 810
d3d_disp_scaled_2d_overlay <val> [<val2>] only works in combination with "use_d3d_display", enables scaling of the in-game 2D overlay (HUD). * In the first form with only one value, in the range 2 to 64. The game will try to magnify the overlay the specified amount of times, if that isn't possible it will find nearest scale factor below that can be applied. It will always maintain pixel perfectness so it will choose a scale that results in en even multiple of pixel of the base resolution 640x480. For example any resolution that's at least twice the size of 640x480 can have an overlay scaling of 2. If you want the game to always choose the largest possible scale then set the value really high, i.e. 64, but if you never want it more than double on any resolution then set it to 2. * In the second form it takes two values specifying a virtual resolution for the 2D overlay. The overlay is scaled to fit the current display resolution which may result in slightly blurry results if the scale isn't an even pixel multiple, due to filtering. The specified virtual resolution must be at least 640 480 and less than the actual display resolution. The aspect ratio of the virtual resolution will automatically adjusted to match the actual resolution. NOTE: Using scaling will actually improve performance (to some degree), in particular at high resolutions.
Should my main menu look like in the "before" pic with SHTUP or is it just a WIP project?
; use a single resolution for both menu system and in-game, with normal double buffering (in fullscreen); single_display_mode 2; same as above but with triple bufferingsingle_display_mode 3; scale menu system to fit screen (in "single_display_mode") using 3D HW for best quality; (if you're having trouble like a black screen when starting the game try mode 0 or 1); when "use_d3d_display" is enabled, 3D HW is always used, this only sets the scale mode to fit screenui_scale_mode 3
Errr, no. The main menu interface is natively 640x480, but the game is always running at the resolution you've set, so it gets scaled up internally to full-screen by the GPU. Again, look in cam_ext.
Do you have a widescreen monitor connected with analog VGA cable?
And what is the relation of "ui_scale_mode" to "scale_movie_to_ui"?
Yup, that's why I can't enable gpu scaling in CCC.