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Monitor Resolution Survey

A topic by Sir_Silver created Jan 27, 2022 Views: 939 Replies: 26
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.

Deleted 42 days ago
(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'