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Monitor Resolution Survey

A topic by Sir_Silver created Jan 27, 2022 Views: 924 Replies: 27
Viewing posts 1 to 23
Submitted

Hi there o/.

If you read this, would you mind posting what your monitor’s resolution, size, and refresh rate?

I’m curious about this because I think full screen games are more immersive, but it can be challenging to try to make a game fullscreen when there are different resolutions to consider. Maybe if you guys have any good articles or advice you can link to as well, that would be appreciated.

I use a 23.5” 1920x1080 60hz monitor.

Host

My screen is 1366x768 60hz notebook monitor. I think it’s around 15” but I’m not sure.

Hope that helps!

Deleted post

1366x768 on a 19” 60Hz monitor.

Submitted

1920x1080 13” 120fps

Submitted (1 edit)

I have a 27" 4K  60Hz monitor for my gaming PC...  a 27" 5K 60Hz one built into my iMac... and whatever resolution  my 13"  M1-based MacBook Air is!

Based on data from our games most common is 1920x1080 or window mode from this resolution (Height will change slightly depending on panel height)

3x1080p @ 60Hz. 

Submitted

1920x1080/22” for my good one, but quite likely to try some games on a 1600x900/14” or a 1440x720/6” as well.

I believe they all run a tad under 60 hz.

1920x1080 (17" laptop screen) @ 60hz

Submitted

1920x1080 60FPS on a 17” laptop screen (Acer Nitro), 1920x1080 on a 21.5” S22A350H at 60FPS.

Submitted

1366 x 768 at 60 Hz

Too lazy to measure screen size

Submitted

1920x1080 60Hz

Make the game independent from resolution with a target aspect ratio of 16:9 and you should be fine if it does not contain too much text :)

one monitor 1920*1080 @ 144Hz

(1 edit)

2560 x 1600px I think.. I have a tiny screen ;p

Submitted

That's actually considerably big.

Hmmm maybe the pixels are just really small going off of the numbers the pc says, (to fit the image to show that it’s not too big I had to scrunch the colors to fit the filesize)

(1 edit) (+1)

for resolution fix : just use love.graphics.scale() it’s not difficult

for framerate jsut use deltatime in update…

1920*1080 @ 240Hz

how do you use love.graphics.scale ? any example?

(2 edits)
local GameWidth,GameHeight=1728,1080 -- res of your base code
love.window.setFullscreen(true) -- set fullscreen for client

local ScreenWidth,ScreenHeight= love.window.getDesktopDimensions() -- get res of client
love.window.setMode(ScreenWidth, ScreenHeight, {resizable=false, vsync=false, minwidth=400, minheight=300}) -- apply res client with setting if you need...

ScreenScaleY=ScreenHeight/GameHeight  -- calcul scale Y
ScreenScaleX=ScreenWidth/GameWidth  -- calcul scale X

ScreenScale=math.min(ScreenScaleX,ScreenScaleY) -- get lower scale of x or Y
love.graphics.Scale(ScreenScale,ScreenScale) -- apply this in your love.draw

and you can center screen witch love.graphics.translate(dx,dy) or draw your game in canvas…

Deleted 2 years ago
(4 edits)

full Example :

fullscren on/off

streching on/off

center screen when not streching in fullscreen mode

local GameWidth, GameHeight, ScreenWidth, ScreenHeight, ScreenScaleY, ScreenScaleX, ScreenScale, Center, dx, dy, switchRes, Stretching

GameWidth,GameHeight = 800,600 -- res of your base code

love.window.setFullscreen(true) -- set fullscreen for client


ScreenWidth,ScreenHeight= love.window.getDesktopDimensions() -- get res of client

love.window.setMode(ScreenWidth, ScreenHeight, {resizable=false, vsync=false, minwidth=400, minheight=300}) -- apply res client with setting if you need...

function getScale()
  ScreenWidth, ScreenHeight = love.graphics.getDimensions()
  --
  ScreenScaleY=ScreenHeight/GameHeight  -- calcul scale Y
  ScreenScaleX=ScreenWidth/GameWidth  -- calcul scale X
  if not Stretching then
    ScreenScaleX=math.min(ScreenScaleX,ScreenScaleY) -- get lower scale of x or Y
    ScreenScaleY=math.min(ScreenScaleX,ScreenScaleY) -- get lower scale of x or Y
  end
  --
  dx = (  ScreenWidth  - (GameWidth * ScreenScaleX ) ) / 2 
  dy = (  ScreenHeight - (GameHeight* ScreenScaleY ) ) / 2
end
--

function love.load()
  getScale()
  Center = false
  switchRes = false
  Stretching = false
end
--

function love.update(dt)
  getScale()
end
--

function love.draw()
  if Center then
    love.graphics.translate( dx , dy )
  else
    love.graphics.translate( 0 , 0 )
  end
  --
  love.graphics.scale(ScreenScaleX, ScreenScaleY) -- apply this in your love.draw
  --
  love.graphics.rectangle("line", 0,0,GameWidth, GameHeight, 5) -- 
  --
  love.graphics.print("Scale X = "..ScreenScaleX.."\n".."Scale Y = "..ScreenScaleY.."\n".."dx = "..dx.."\n".."dy = "..dy.."\n".."press escape to quit".."\n".."press C for center true/false : ["..tostring(Center).."]".."\n".."press R for fullscreen true/false : [".. tostring(switchRes).."]".."\n".."press S for Stretching true/false  : ["..tostring(Stretching).."]".."\n", 10, 10)
end
--

function love.keypressed(key)
  if key == "r" then
    switchRes = not switchRes
    if switchRes == false then
      love.window.setMode(ScreenWidth, ScreenHeight, {fullscreen = true,resizable=false, vsync=false, minwidth=400, minheight=300})
    else
      love.window.setMode(GameWidth, GameHeight, {fullscreen = false,resizable=true, vsync=false, minwidth=400, minheight=300})
    end
  elseif key == "c" then
    Center = not Center
  elseif key == "s" then
    Stretching = not Stretching
  elseif key == "escape" then
    love.event.quit()
  end
end
--
Submitted

3840x2160, but I usually run 2560x1440. Both at 60Hz.

Submitted (1 edit)

2560x1440 @ 165Hz

Submitted

1366 x 768 @ 60 Hz

(1 edit)

1024x768 ,60Hz, 10'

I typically use a 14” laptop screen at 60hz (I think), with a resolution of 1920x1080 pixels. I also have a secondary monitor (that was my primary monitor until I bought a laptop), 24” big. Those measurements are just guesses; I don’t remember what the box of my monitor or laptop said about my screen size.

15" laptop screen and 22" monitor

Submitted

1920x1080, 165Hz, 27'