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PostPosted: 17 Jul 2011, 12:13 
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HUD Stretch

The HUD is the 2D overlay seen in games, and often contains ammo count or weapon, health, revs or speed, depending on the game. This can behave in a few ways - it can either remain the same size regardless of resolution or aspect ratio (this behaviour is considered ideal), or it can change size and stretch as the screen gets wider.

In multi-monitor setups, the HUD can either be spanned across all three screens or centered on the centre screen. Note that spanned HUD does not automatically mean stretched HUD - a spanned HUD can either retain the correct shape and size but simply be located on the edge, or it can be stretched in shape as well as being spanned. I'm not sure I have ever seen a centered HUD that is stretched compared to 4:3 aspect ratio - usually if the developers have taken the time to center it on the centre monitor, they have also taken the time to make sure it doesn't stretch.

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HUD: Stretched

Here is an example of HUD stretching. You can see that as the aspect ratio gets larger, the HUD starts stretching across the screen. Circles are no longer circles, they become ovals.

4:3 Resolution - You can see the circle components in the HUD are round.


16:10 Resolution - The circles start turning into ovals as the HUD stretches.


16:9 Resolution - The stretching is very evident as the aspect ratio gets wider.


Comparison of all 3 next to each other.


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HUD: Not stretched

Here is an example of a HUD with no stretching. You can see that as the aspect ratio gets larger, the HUD stays the same size.

4:3 Resolution - You can see the circle components in the HUD are round.


16:10 Resolution - Although there is more space between the HUD elements, the elements themselves retain their proper shape.


16:9 Resolution - Still the HUD elements retain their proper shape.


Comparison of all 3 next to each other.


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HUD: Multi-monitor

Here are some examples of multi-monitor HUDs.

Spanned


Centered


Stretched

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PostPosted: 17 Jul 2011, 14:04 
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Excellent thread, very easy to understand.


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 Post subject: Very Nice!
PostPosted: 18 Jul 2011, 00:02 
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Very Nice! :)

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 Post subject: +1 indeed
PostPosted: 18 Jul 2011, 03:48 
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+1 indeed


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 Post subject: Do like.
PostPosted: 18 Jul 2011, 23:09 
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Do like.

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PostPosted: 10 Mar 2015, 12:38 
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Fantastic explanation! Keep up the good work!


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PostPosted: 13 Mar 2015, 20:26 
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I knew I recognized that CSS screenshot from somewhere! Great write up.

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PostPosted: 10 Dec 2015, 13:30 
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What kind of Widescreen Behavior is to select when the Game is Optimized on 16:9 and 16:10 and 4:3 are just squeezed from 16:9 :?:

see here --> http://www.wsgf.org/dr/ionball-2-ionstorm/en

usually it is the opposite that the Game is streched from 4:3 to 16:9.

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PostPosted: 10 Dec 2015, 20:17 
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Good question. The game is definitely not deserving of an unsupported grade, for sure.

In this case, my gut feeling is to select Hor+ and then choose Minor Issues (B) in the Widescreen Issues: drop down, because 16:10 widescreen is still slightly squashed compared to 16:9. This should give it a B score, meaning still good but not absolutely perfect.

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