When set up correctly, 16:10 widescreen displays a wider area than 4:3 fullscreen, not a shorter area. The corresponding square-pixel resolution which appears correct for 320x200 is a multiple of 320x240. This is the approach used by Chocolate Doom for aspect ratio correction. A disadvantage of this approach is that the screen may appear blurry due to the stretching, as the pixels are not "multiplied" by integral numbers - unless the target resolution is a multiple of 1600x1200. Low-level graphics code then stretches the entire screen to fit the 4:3 graphics mode or window. Whole-screen correction With whole-screen correction, the screen is rendered to the original 320x200 size. It can be given its own correction via the addition of scaling multipliers, however. Note that the automap is not generated by the rendering engine, so it does not automatically inherit the aspect ratio correction of a given port (see figure). This is the approach taken by ZDoom, Eternity, and most other ports that can render in extended resolutions. Other graphics, such as the status bar, may be drawn stretched. This is accomplished by altering the three-dimensional projection math throughout the renderer to take into account aspect ratio multipliers. Graphical scaling In this approach, the individual components of the screen are scaled to fit the 4:3 mode or window as they are rendered. This is generally accomplished in one of two ways: This performs stretching of the logical frame buffers's contents when running in a 4:3 screen mode, so that the graphics appear as they appeared in Vanilla Doom. Some source ports include aspect ratio correction. Each of these has a special set of problems.Ī rectangular room in E1M3 is distorted in the automap. Source ports are additionally expected to be able to run in higher resolutions, inside windows on graphical desktops, and in widescreen modes. Even if Mode 13h were successfully displayed in fullscreen on these monitors, it would appear incorrect, barring possible low-level pillarboxing implemented in the monitor's firmware or video card drivers - most if not all models lack this, and use the entire display surface regardless. For example, flat panel high-definition monitors are now the default, and virtually all have a physical aspect ratio of 16:9 or 16:10. Support for Mode 13h, and especially for undocumented VGA tweaks like those used by Doom, has dropped to near non-existence in modern video hardware and operating systems. Various problems arise for source ports in the area of supporting Doom's natural 4:3 aspect ratio. When Doom's graphics are displayed inside a square-pixel, 4:3 screen mode (640x480 or 800圆00, for example), they will appear "squashed" relative to how they appear in the game.īecause screenshots only capture the logical frame buffer contents and are not affected by the VGA rasterization process, they will similarly appear flattened (in the 8:5 logical ratio) when viewed inside a square-pixel screen mode. Similarly, the shape of the status bar face better matches the dimensions of a real human face. Most of the Doom in-game graphics appear to have been specifically designed for the 320x200 resolution as stretched to a 4:3 physical aspect ratio for example, the appearance of the title screen better matches the Doom box art when using the rectangular pixels unique to this hardware video mode. ![]() The image on the left is corrected the one on the right is not.Ī Cacodemon in its logical aspect ratio on the left, and with its physical aspect ratio on the right. This meant that the 320x200 display, with an 8:5 (commonly called "16:10") logical ratio, was stretched vertically - each pixel was 20% taller than it was wide.Ĭomparison of Mona Lisa and the Doomguy. On properly configured CRT monitors, which were the only widely available and inexpensive consumer display device for computers at the time, this video mode took up the entire screen, which had a 4:3 physical aspect ratio. ![]() Vanilla Doom ran only in a tweaked VGA "Mode 13h" 320x200 video mode. Aspect ratio corrected and uncorrected versions of the Doomguy's face on the Doom title screen, compared with the version from the box art, strongly suggesting that Doom's in-game graphics were designed specifically for the tall pixels of the 320x200 screen mode.
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