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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#2 |
Chief of the Boat
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Welcome to SubSim scott
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#3 |
Canadian Wolf
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Welcome to SUBSIM
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#4 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
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I know this is an old thread but I'm curious if anyone ever got 2560x1440 up and running...
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#5 | |
Sailor man
![]() Join Date: Dec 2006
Posts: 47
Downloads: 36
Uploads: 0
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![]() I just recently got a 1080p mod working :P |
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#6 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
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The whole custom resolution thing is pretty simple. The UI elements are re-done from high resolution images and then coded in. The actual game itself (not the UI as those are simply 2D images) ie: the 3d environment is just stretched across your native resolution via a dll and cfg. The engine itself wont scale beyond 1024x768 apparently so this is a bit of a hack. The problem is you loose visual fidelity because the pixel density of the original game doesn't change, its just stretched across the increased resolution.
I really wish there was a better way around this. Sadly, SH5's more modern engine scales far better along higher resolutions. Real shame that game is a complete disaster (god what i wouldn't give for something like GWX with that level of fidelity). |
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