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Window resolution issue.

Hi,

I'm trying to add an option to change screen resolution (1920*1080 / 1280*720), as well as giving the option to go full screen or window mode.

I'm doing it in blueprint, and so far change of resolution works perfectly, but the full screen mode is not working when I'm setting the resolution to 1280*720, it goes full screen, but the screen doesn't adapt to the full screen, it display the game as 1280*720 pixels centered and add black background to the borders.

I read a lot of peoples having problems with their games to switch from full screen to window mode, is there anyone having a solution ?

The console commands I'm using are:

r.setRes 1920x1080f / 1920x1080w r.setRes 1280x720f / 1280x720w

The problem come from r.setRes 1280x720f .

Many thanks !

Product Version: UE 4.8 Preview
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asked May 28 '15 at 09:48 AM in Rendering

avatar image

Calemike
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avatar image AndrewHurley May 28 '15 at 03:08 PM

Hey Calemike,

This issue has been reported in a few different versions of the engine, but should be fixed in our latest binary preview release. Would you mind providing me with a screenshot of the issue you are reporting as well as some reproducible steps so that I can get this issue to appear on my end in a blank project?

Would you also provide me with your dxdiag so I can take a look at your system's hardware?

Thank you,

Andrew Hurley

avatar image Calemike May 28 '15 at 03:20 PM

Hey Andrew,

Thanks for the quick reply. I'll post two screen shots later today, one coming from my surface tablet, and another one coming from my desktop computer (as it's looking different).

As well I'll give you the dxdial from both, I'm not able to access my pc now so I'll post everything later.

I'm running 4.8 preview 4, will it be fixed (if it's a bug) in the preview 5 ?

Many thanks, I keep you in touch.

avatar image Calemike May 28 '15 at 06:48 PM

Hi Andrew,

I finally got screenshots and dxdiag.

I had to take a picture of my screens cause the print screen from windows was not representing what was displayed... In red it's my screen contour, in yellow it's the game contour.

This is a screen from my PC:

alt text

And here a screen from my Surface, as you notice, they are not the same:

alt text

I joined the dxdiag from both PC and Surface.

Here is what I'm doing every time the user change resolution or screen mode:

alt text

Many thanks.

EDIT: It's the command r.setRes 1280x720f that is not working properly.

avatar image AndrewHurley May 28 '15 at 06:40 PM

I cannot say if it will be fixed in preview 5 as this could be a regression. We do our best to keep our users updated on issues as they become fixed and integrated with the public releases. We post any bug fixes in the release notes forum thread, so look there for updates for issues.

Cheers,

Andrew Hurley

avatar image AndrewHurley May 29 '15 at 04:23 PM

Hey again Calemike,

I really appreciate the detailed explanation and screenshots in regards to your issue. So I have been running some tests on my end and cannot seem to reproduce the issue you are experiencing with the 'r.setRes 1280x720f' command option. Granted, I am strictly using the console command alone and not in conjunction with any other blueprint communications, but have not been able to see the outcome you are getting on your end.

I noticed the option for 'Quality' on your device is set to 'Low', and I am assuming this is intentional since it is on a mobile platform? Perhaps there is some discrepancy between the quality settings and your fullscreen mode at that resolution which is causing the issue?

If you could try testing something for me which will help me determine whether this is a project specific issue or not that would be appreciated as well. Create a blank new project and package it out for both platforms. Using the console command 'r.setRes 1280x720f' check to see if your screen goes fullscreen properly. If you are not seeing the issue occur here then we can determine it is with your project or the approach you are using within your blueprints.

Let me know what you discover and if you have any other comments or questions!

Regards,

Andrew Hurley

avatar image Calemike May 29 '15 at 04:37 PM

Hey Andrew,

Thanks for testing, good idea to test on a blank project, I'll give a try later today.

I don't know if you noticed, but in my dxdiag from my PC, it shows the monitor native resolution at 1440 x 900(p), not sure if it's a problem with my monitor not been able to send correct information, but my monitor is full HD, could this be the issue (at least the fact that it display my game squashed and not screen centered) ? I'm getting a proper monitor next week so I'll be able to have a new try.

As you said I put LOW on my device for performances, the graphic settings that change are only affecting scalability for PostProc/Effects/Shadows, so I don't think it affect the problem of resolution (as well I tried with HIGH settings and give me the same result).

I'll give a try on a new project, and let you know the result, if it's displaying good, I'll try to check my project settings.

Many thanks Andrew !

avatar image AndrewHurley May 29 '15 at 06:04 PM

No problem. Yeah the quality setting was a shot in the dark, but I figured I would double check to make sure there was not anything there that could have been causing an issue.

I did noticed that your device has its screen centered and your monitor is not. This is definitely worth noting, but since the packaged game does not want to correctly display in fullscreen on both devices, it might be a project setting issue. Keep up the troubleshooting on your end and let me know what you discover if anything!

Cheers,

Andrew Hurley

avatar image Calemike Jun 01 '15 at 12:15 PM

Hey Andrew,

I just tried a blank project, launch on standalone (and the packaged project), then use the command r.setres 1280x720f and the result is exactly the same on my PC (not centered and not fullscreen) and my surface (centered and not fullscreen) ... Sounds like there is something wrong outside of unreal engine that cause the 720p fullscreen to not display properly ...

What I tried is setting my graphic card to output 1440x900, then run the blank project and put r.setres 1440x900f , it works perfectly ... on my PC. I think the monitor I'm using now is very crap, and cause the problem, good thing I'm getting a new one next week !

I tried as well the blank project on my surface (native resolution 1920x1080p), as well I'm changing the resolution from the video card to 1280x720, I launch the game, then type r.setres 1280x720f, the screen switch back to 1920x1080 and display 1280x720 in not in fullscreen but centered, then I type 1920x1080f, it switch to fullscreen properly ...

Any clues ? It's very weird, on my PC monitor it seems like the game does not ask the video card to switch to 1280x720, and on my surface it looks like the game reset to 1920x1080 ...

If you think of another idea let me know, I was thinking, what about if the game find him self what is the resolution the video card is displaying, so it auto update ?

Thanks Andrew !

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2 answers: sort voted first

My next suggestion would be to try doing this via C++ and not blueprints. It is always good to have multiple resolutions to choose from when playing any game as it allows for greater flexibility with your games performance on different hardware. I would suggest doing a bit of research as for the most common resolutions used today in games as well as the menu options.

Also, have you attempted the alt+enter shortcut while playing your game? This also will toggle fullscreen at the set resolution. Let me know if you find any new information or discover a new outcome.

Cheers,

Andrew Hurley

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answered Jun 03 '15 at 02:15 PM

avatar image Calemike Jun 04 '15 at 07:28 PM

Hey Andrew !

Sorry for the delay, I've been a bit busy, but I finally got my new monitor.

It works now ! hurray !

Still remaining a little problem, when running the game in 1280x720f, I can see an offset around the UMG drawn to viewport, basically I can see a bit of what happen behind, it's like a pixel or two, I need to check if oversizing my UMG can fix that, but I'm happy as now it's working.

I didn't try on my Surface, been updating the graphic card, maybe that will fix the issue...

Many thanks for your help, I'll post here as soon as I've tested on my surface. Could try what you've suggested with multiple resolutions, I don't know C++, but I think I'll just put the most commons resolution as user choice.

Cheers !

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Hey Calemike,

So I did some quick digging and found something you might find helpful for when launching your game in Standalone or any other preview view. You can actually set the default Window Width and Height upon launch as well as setting up custom parameters.

'Play' Section in Editor Preferences

alt text

Let me know if this was helpful in solving your issue or if you need more help!

Cheers,

Andrew Hurley

Edit: Interesting enough the default settings are 1280x720 so perhaps there is a connection between your discovery and this setting be set as the default screen resolution.

screensizes.png (136.7 kB)
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answered Jun 01 '15 at 09:15 PM

avatar image Calemike Jun 02 '15 at 10:43 AM

Hey Andrew !

Thanks for the tip, I tried to put 1920x1080 in both view port and standalone, then tried the 1280x720f command, unfortunately it didn't solve the problem.

I tried somethings else, and get new results.

On my PC:

640x360f work fine. 1024x576f work fine. 1440x900f work fine. 1280x720f does not work. 1280x800f display the game correctly but I'm having black edges (similar to what happen on my surface (see previous screen shot).

On my surface only 1920x1080f works, all the others are displaying fine but not full screen (with black borders).

I test this on a blank project with 4.7.6 and 4.8(p4).

As well I noticed the command r.FullScreenMode (0,1 and 2 ) does not do anything.

avatar image AndrewHurley Jun 02 '15 at 02:27 PM

Your surface native resolution is 1920x1080f actually so setting this as the fullscreen resolution should be what you are trying to do. As for your computer monitor itself, I would wait till you get the new one in and test that set up. If you are still having issues getting it to display a resolution at fullscreen let me know.

There could be a few things causing issues outside of your hardware. Be sure your graphics drivers are up to date as well as your monitors drivers. Also, there could be issues if you are attempting to display your game at fullscreen with varying screen ratios. I.e. if your current monitor's native resolution is 1920x1080 then that is 16:9, so attempting to display 1920x1200 is a 16:10 and might not even work.

Cheers,

Andrew Hurley

avatar image Calemike Jun 02 '15 at 09:24 PM

Hi Andrew,

I just updated my drivers for my graphic card, new result!

It still does not work, but on my PC, it's now acting like my Surface, displaying 1280x720, centered, but with black borders. (little improvement as now it's not deforming the game screen).

Still no chance having a real 1280x720 full screen game.

Is there anything I could try in the mean time I get my new monitor ?

For the game user, the best option would be to give them the ability to set any resolution or is it better to constrain this choice to some predefined resolution ? What is your point of view ? As I can easily put that option in place, but I've not seen that in many games so far, so I'm wondering if it's a good options.

Cheers Andrew !

avatar image AndrewHurley Jun 04 '15 at 07:54 PM

Hey Calemike,

Really glad to hear you are able to get that specific resolution to render correctly on your new monitor!

Let me know if and when you discover anything new, but for now we will mark this question as resolved. We are here if you need any other assistance or have additional questions.

Thank you,

Andrew Hurley

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