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Normal Topic UI Scaling? (Read 1136 times)
Barking Carrot
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UI Scaling?
Dec 29th, 2017 at 11:56pm
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Hello, Unreal community. I could use some help. I have a 28" monitor, and playing Unreal in 1080p makes the UI ridiculously small. Is there any way to scale it so I can see it a bit better?
« Last Edit: Dec 30th, 2017 at 11:59pm by Barking Carrot »  
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[]KAOS[]Casey
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Re: UI Scaling?
Reply #1 - Dec 31st, 2017 at 4:03am
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maybe

http://www.vogons.org/viewtopic.php?f=24&t=53121&p=585522#p585522

I tried to implement this in an opengl mod for 227i but i don't know what im doing well enough to figure out what's wrong either.
  
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Smirftsch
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Re: UI Scaling?
Reply #2 - Jan 1st, 2018 at 9:13am
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I still have this on my list to check about, but it's not very high in priority right now...feel free to remind me about it now and then though...
  

Sometimes you have to lose a fight to win the war.
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Re: UI Scaling?
Reply #3 - Feb 18th, 2019 at 9:19am
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I would take a stretched UI over everything being microscopic. Playing the game in 4K results in a tiny UI. Plenty of source ports of old games have gotten UI scaling into games that never originally had it, and it's one of the only remaining outstanding issues that I see with Unreal. Keep in mind, even UT99 allows you to scale HUD elements and the UWindow system.
  
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Bleeder91[NL]
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Re: UI Scaling?
Reply #4 - Feb 18th, 2019 at 7:35pm
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Code (C++)
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	C.SetOrigin(C.ClipX/4,C.ClipY/4);
	C.SetClip(C.ClipX/2,C.ClipY/2);
	C.SetPos(0,0);
	C.DrawActor(None,False,True);
	C.SetTile3DOffset(True,,,,2.0); 


Something like this could work. Problem is that it doesn't apply on Canvas.DrawActor();. I also would consider changing Canvas.bNoSmooth to false in general. I guess this would mean the whole HUD tree would break though Sad

You CAN stretch the 227 menus though if you set it to Double font size.
  
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Masterkent
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Re: UI Scaling?
Reply #5 - Feb 19th, 2019 at 3:41pm
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I already tried SetTile3DOffset before, and it didn't scale things well - sometimes I saw random distortions that depend on the chosen FOV angle. I didn't try different scale values though - maybe something like 2.0001 could help to negate the effect of rounding errors (probably, SetTile3DOffset uses a complicated math that implies that the floating point value 2.0 may be transformed to 1.9999... which can be later truncated to integer 1 for some pixels).
  
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dustinechoes849
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Re: UI Scaling?
Reply #6 - Mar 2nd, 2019 at 10:34pm
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you could also just turn the resolution down. the game's pretty old so it should still look okay
  


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