Font size scaling at very high resolutions

TurtlesarecuteTurtlesarecute Join Date: 2012-04-01 Member: 149815Members
edited January 2013 in Ideas and Suggestions
<div class="IPBDescription">Also commander minimap size scaling</div>My suggestion is to implement a scaling system for text and HUD elements so they are properly scaled, regardless of resolution. Natural selection generally works very well at high/multi-monitor resolutions in first-person mode. I use 3 portrait monitors, with a resolution of 3820x1920 (bezel compensated). However, there are two problems:

1: In first-person mode, certain text elements do not scale properly, and are very difficult to read:<img src="http://i.imgur.com/7VpT8.jpg" border="0" class="linked-image" />

Full resolution image: <a href="http://imgur.com/z4KHT" target="_blank">http://imgur.com/z4KHT</a>

2: In commander mode, the minimap is very small and difficult to read/use. The player names (over the player) are also very small in proportion to the player, making them difficult to read, especially because they become obscured by the player model that they are no longer in a proper size relationship with.


<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=12662" target="_blank">Thread in Tech support</a>

Comments

  • semihandysemihandy Florida Join Date: 2012-05-24 Member: 152537Members, NS2 Playtester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, WC 2013 - Silver
    <!--quoteo(post=2066096:date=Jan 24 2013, 05:29 PM:name=Turtlesarecute)--><div class='quotetop'>QUOTE (Turtlesarecute @ Jan 24 2013, 05:29 PM) <a href="index.php?act=findpost&pid=2066096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I use 3 portrait monitors, with a resolution of 3820x1920<!--QuoteEnd--></div><!--QuoteEEnd-->

    Holy crap... that's to the point where you'd have to turn your head to see everything.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2066104:date=Jan 24 2013, 10:41 PM:name=semihandy)--><div class='quotetop'>QUOTE (semihandy @ Jan 24 2013, 10:41 PM) <a href="index.php?act=findpost&pid=2066104"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Holy crap... that's to the point where you'd have to turn your head to see everything.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hehe not quite, those monitors to the side are used as peripheral vision :P
  • TurtlesarecuteTurtlesarecute Join Date: 2012-04-01 Member: 149815Members
    Any word on this? Should be a simple text scaling fix.
  • TurtlesarecuteTurtlesarecute Join Date: 2012-04-01 Member: 149815Members
    Posting that this affects the new alien commander upgrade notification icons as well. They're very small and difficult to differentiate.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    I wish I had the money for 2 more XL2420T's... and the graphics card capable of running them all on native resolution and 120hz.
  • GeoGeo Join Date: 2013-03-24 Member: 184353Members
    I have the exact opposite problem. I play on the lowest resolution, 640 X 480, and the text and interface graphics are all way too BIG! Check out this screenshot:
  • SleekSleek Join Date: 2013-02-01 Member: 182709Members
    Now 3820x1920 is one hell of a resolution! What size monitors have you got?
  • TurtlesarecuteTurtlesarecute Join Date: 2012-04-01 Member: 149815Members
    Geo - sounds like a simple scaling algorithm would fix both of these problems.

    Sleek - 3 24" monitors.

    Squeaky wheel! Easy fix!
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