Emulator Issues #13945
open[Feature Request] Graphics Mods: draw texture outside of the rendering window?
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Description
Hello,
I've been playing with graphics mods, especially the "move" action.
Right now, moving a texture outside the game's main window just cut it.
I have been wondering if it would be possible to completely draw them even if they get outside.
It would be nice to use the otherwise lost space to free the game from its HUD, eg when playing a 4/3 game on a 16/9 screen, or even larger on Android devices.
I attached a mock-up to be clearer.
Files
Updated by Billiard26 3 months ago
- Issue type changed from Bug to Feature request
Updated by iwubcode 3 months ago
ยท Edited
For what it is worth, I'd assume most users aren't going to want this. They'd instead like to remove the black bars and have the game be in whatever target aspect ratio their display provides (ex: 16:9, 21:9, etc), as well as tweak the position of the HUD to match the aspect ratio. The only disadvantage is this would need game-specific logic to remove culling. This feels like the right way for the community to move, as removing culling will be usable on other enhancements (ex: VR, lighting, etc).
But back on your feature. Most likely the game has set the viewport to a 4:3 size. If so, we'd need a way to provide a custom viewport. That seems reasonable but I need to think of how it fits in with the rest of the system I'm designing. I don't see any reason why we couldn't support this as an alternative to the approach I described above.
Updated by Dreamkey 3 months ago
For what it is worth, I'd assume most users aren't going to want this. They'd instead like to remove the black bars and have the game be in whatever target aspect ratio their display provides (ex: 16:9, 21:9, etc), as well as tweak the position of the HUD to match the aspect ratio. The only disadvantage is this would need game-specific logic to remove culling. This feels like the right way for the community to move, as removing culling will be usable on other enhancements (ex: VR, lighting, etc).
I used Vexx as an example because it doesn't have a widescreen code. There is a code to remove culling but it doesn't apply to all objects, and is limited to the US version.
Another example, on my phone Zelda Wind Waker starts to lag at 2x IR in 16:9, I imagine running with an even higher resolution would cause in more slowdowns.
But back on your feature. Most likely the game has set the viewport to a 4:3 size. If so, we'd need a way to provide a custom viewport. That seems reasonable but I need to think of how it fits in with the rest of the system I'm designing. I don't see any reason why we couldn't support this as an alternative to the approach I described above.
This is just a small idea I had, if it needs a lot of work to implement and would only be used by a few people, please don't bother about it.
Furthermore it's not perfect, I realised while making the mock-up that it would not be possible to move the objects numbers supposed to be on top of the HUD.