
“fat” characters).ĭoes not scale the image at all, keeping default size in pixels, centering it in the middle of the screen. “thin” characters) on a 4:3 or 16:10 monitor, while on a 21:9 monitor those will instead be horizontally stretched (e.g. This resulting in vertically or horizontally stretched objects and other visual problems when stretched to non-targeted aspect ratios.Ī game designed for 16:9 will have vertically stretched objects (e.g.

Stretches as large as possible while ignoring aspect ratio differences.
#MORROWIND RESOLUTION FIX DRIVER#
Supported natively on NVIDIA since Driver 436.02 and AMD since Adrenalin 2020 Edition 19.50 See “ Pixel-perfect integer-ratio scaling with no blur” for more information.Ī game designed for 4:3 640×480 and displayed on a 16:9 1920×1080 monitor will be scaled by a factor of 2 up to 1280×960, followed by being pillarboxed and letterboxed as necessary to reach the 16:9 1920×1080 resolution.Ĭan be forced in games that support windowed mode using IntegerScaler (free) or Lossless Scaling (freeware for v1.3.3). This allows an increase of output resolution without influencing the end result with fractional interpolation performed by a scaling algorithm (which can result in sharper/distorted or smoothed/blurred end result compared to the original resolution). Multiplies original resolution as large as possible while maintaining pixel-perfect rendering aspect with no fractional pixel interpolation performed below the screen resolution. The game does not target any specific aspect ratio, instead it will show more additional information as necessary the higher the resolution is. Visible area depends on the resolution rather than the aspect ratio, with higher resolutions showing more of the game world at once. No scaling is applied, though similar to Expand Aspect Ratio the field of view is extended to show more of the game world. Some games may only crop vertically ( Vert-) or horizontally ( Hor-).Ī game designed for 16:9 will show less of the top and bottom of the original intended field of view on a 21:9 monitor. Stretches image to fill the whole screen, clipping parts of the screen that overlap in order to maintain aspect ratio, resulting in a cropped field of view.

Some games may only increase the field of view horizontally ( Hor+) or vertically ( Vert+).Ī game designed for 16:9 will show more of the game world when played on a 21:9 (Hor+) and/or 16:10 (Vert+) monitor without losing any of the “reference” field of view it would have on a 16:9 monitor. Stretches as large as possible while maintaining aspect ratio, then increases the field of view to fit the screen resolution, allowing more of the game world to be visible. Stretches as large as possible, but maintains a fixed aspect ratio (usually 4:3 for older games and 16:9 for newer games) on resolutions of other aspect ratios by filling black bars as necessary in either pillarbox (vertical black bars on left and right) if the fixed aspect ratio is narrower or letterbox (horizontal black bars on top and bottom) if wider.Ī game designed for 16:9 will be letterboxed on a 4:3 or 16:10 monitor, while on a 21:9 monitor it will be pillarboxed. Older games from the 80s-90s and early 2000s are typically designed for a 4:3 aspect ratio, while newer games are typically designed for a 16:9 aspect ratio.
