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PostPosted: 24 Apr 2009, 15:38 
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I've tried this out myself, and it is definitely meant to be like this. It's pillar and letterboxed in all ARs. They then faded out the corners to black so it purposely looked like tunnel vision for the dream, but they just did it a but rubbishly.

Seeing as the grading is judging the change from 4:3 > Wide , this shouldn't be an issue.

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PostPosted: 24 Apr 2009, 18:40 
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Is there any precedent ?

There are 11 other games with windowboxed cut-scenes, which were considered blemishes.

Civilization
Civilization II
Dungeon Siege II
Marvel: Ultimate Alliance
Planescape: Torment
Sid Meier's Alien Crossfire
SimCity 4
Sins of a Solar Empire
Splinter Cell
Ultima VII
Vampire: The Masquerade - Redemption

Sure, the devs clearly screwed up as there's not a single AR in which this sequence looks "right" (no black bars)

It looks right in 4:3 to me. The pillarboxing there seems to be intentional. And the letterboxing is necessary in order for the intentional pillarboxing to work. There's no reason, however, for 16:10/16:9 to have more pillarboxing than 4:3 does. And therefore, no reason that the letterboxing should remain constant.

They then faded out the corners to black so it purposely looked like tunnel vision for the dream,

That's probably the best way they could have achieved tunnel vision on 4:3. A better way to achieve it on widescreen, though, is to just use pillarboxing, the way I demonstrated.


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PostPosted: 24 Apr 2009, 19:20 
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Seeing as the grading is judging the change from 4:3 > Wide , this shouldn't be an issue.


Yeah, listing it as a widescreen-related flaw is pretty much inaccurate.


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PostPosted: 24 Apr 2009, 19:24 
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Even if you consider the 4:3 to be flawed to begin with, that makes the widescreen even more flawed.


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PostPosted: 24 Apr 2009, 19:33 
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Even if you consider the 4:3 to be flawed to begin with, that makes the widescreen even more flawed.


I think their point is that it is windowboxed exactly the same in all ratios, and scales perfectly for widescreen ratios. It is not at all widescreen related, it's an intentional "flaw" in order to make the memory seem hazy and dream-like.


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PostPosted: 24 Apr 2009, 19:42 
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I think their point is that it is windowboxed exactly the same in all ratios

Which is bad. It should be windowboxed *less* in ratios that approach the baseline, which appears to be 16:9.


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PostPosted: 24 Apr 2009, 21:35 
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I think their point is that it is windowboxed exactly the same in all ratios

Which is bad. It should be windowboxed *less* in ratios that approach the baseline, which appears to be 16:9.


But they didn't want the image to fill the screen in any resolution... they wanted black borders in all aspect ratios.


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PostPosted: 24 Apr 2009, 21:41 
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I have no idea how you can tell 16:9 is the baseline (without the black bars, I get a 16:10 picture), and honestly I don't have any idea of what they were trying to do. Haha ! I'm lost. Stating there's no good reason for the windowboxing doesn't really help. I don't know their reasons, but I can still see this as Hor+.

All the other titles are kinda old and their cut scenes are hard to compare with these ones. Half of them are 2D games ! Windowboxing in Civ II only occurs in higher resolutions. In Marvel : UA there's windowboxing in 16:10 only, Vampires Redemption is Vert-, Dungeon Siege 2 was obviously not designed for anything but 4:3, and Splinter Cell has... Hor+ letterboxed cut scenes :?

Zeno Clash may be weird, but I need better proof that it's flawed.


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PostPosted: 25 Apr 2009, 00:58 
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These answers might help an understanding...

Are the FMVs pixel-based?

Can you find the FMV files?

What is the source aspect ratio of the files?

Is the letterboxing encoded in the source files?


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PostPosted: 25 Apr 2009, 01:24 
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But they didn't want the image to fill the screen in any resolution... they wanted black borders in all aspect ratios.

Again, look at my pictures of the "ideal" implementation. They still have the black borders! The picture just isn't needlessly shrunken.

I have no idea how you can tell 16:9 is the baseline

By getting rid of the letterboxing on the 4:3 image. This creates a 1600x900 image with surreal-ish pillarboxing, which is what I believe they were aiming for.


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