DPI Calculator
Posted: 26 Nov 2010, 19:03
I mentioned this in my lobby rambling on "fisheye" distortion,
but I realized I never posted this here.
You might wonder what a DPI calculator has got to do with games, but a few games actually does poke the OS and ask what the DPI is.
I had a 21.5 inch 1920x1080 (0.248 mm pixel pitch) set at the OS default of 96 DPI for along time.
One day after curiosity got the better of me I calibrated my OS (in Vista and and Windows 7 this is easy to do, and you just need a ruler or measuring tape to do it right).
Turns out my screen actually is 102.46 DPI, unfortunately Windows does not take fractions so I ended up setting it to 103 DPI.
This means that text size and position related elements will be drawn/rendered 7% larger, making text and vector elements smoother and less aliased/allowing more details to be seen.
The interesting thing is that when I bought this screen, I got it intentionally because of how small the pixel pitch was.
So for those of you interested, have fun with it: http://www.emsai.net/projects/widescreen/dpicalc/
Hey Deplhium, if you wanna "steal" this for the WSGF FOV/Aspect calc, feel free to do so. If you peek at the source you'll see that some clever javascript and css is used, and it shouldn't be hard to lift that and glue into your calc. Which would make the WSGF calc pretty complete (with FOV, Aspect and DPI, (and bezels) that pretty much covers anything current engines use/need.
but I realized I never posted this here.
You might wonder what a DPI calculator has got to do with games, but a few games actually does poke the OS and ask what the DPI is.
I had a 21.5 inch 1920x1080 (0.248 mm pixel pitch) set at the OS default of 96 DPI for along time.
One day after curiosity got the better of me I calibrated my OS (in Vista and and Windows 7 this is easy to do, and you just need a ruler or measuring tape to do it right).
Turns out my screen actually is 102.46 DPI, unfortunately Windows does not take fractions so I ended up setting it to 103 DPI.
This means that text size and position related elements will be drawn/rendered 7% larger, making text and vector elements smoother and less aliased/allowing more details to be seen.
The interesting thing is that when I bought this screen, I got it intentionally because of how small the pixel pitch was.
So for those of you interested, have fun with it: http://www.emsai.net/projects/widescreen/dpicalc/
Hey Deplhium, if you wanna "steal" this for the WSGF FOV/Aspect calc, feel free to do so. If you peek at the source you'll see that some clever javascript and css is used, and it shouldn't be hard to lift that and glue into your calc. Which would make the WSGF calc pretty complete (with FOV, Aspect and DPI, (and bezels) that pretty much covers anything current engines use/need.