Correct XBOX settings ?
by Ales Potocnik · in Torque X 2D · 06/24/2009 (2:23 pm) · 2 replies
Hi,
i am having 2 issues with XBOX deploy of my project.
First one is the resolution:
How to set/force/... 720p res on XBOX, or does it use dynamically if the TV is capable?
I am setting my own resolution in code for the GUI and the CAMERA and i set it to 1280x720!
The level is also build exactly for this resolution.
When i am in game on XBOX the screen is somewhat crop-ed out (it looks like it is showing 1200x680 res). When i run the exact same code on my PC in full screen 720p everything is fine?
Should i use the isFullscreen = true for XBOX settings as well? Or is there another trick? The same is with 480i as well. Does this has to do with the Title Safe Area on the XBOX? And how would one work around it, except to left 10-20% of the image/camera out?
The second one problem is with GUIControl as a HUD. I am using my own class that is inheriting from GUIControl and i am drawing a rectangle in onRender method, but it is not showing the dynamical "health" bar on XBOX, it is working fine on PC? It is a DrawUtil.RectFill(new RectangleF function.
thanks for your help.
greetings
i am having 2 issues with XBOX deploy of my project.
First one is the resolution:
How to set/force/... 720p res on XBOX, or does it use dynamically if the TV is capable?
I am setting my own resolution in code for the GUI and the CAMERA and i set it to 1280x720!
The level is also build exactly for this resolution.
When i am in game on XBOX the screen is somewhat crop-ed out (it looks like it is showing 1200x680 res). When i run the exact same code on my PC in full screen 720p everything is fine?
Should i use the isFullscreen = true for XBOX settings as well? Or is there another trick? The same is with 480i as well. Does this has to do with the Title Safe Area on the XBOX? And how would one work around it, except to left 10-20% of the image/camera out?
The second one problem is with GUIControl as a HUD. I am using my own class that is inheriting from GUIControl and i am drawing a rectangle in onRender method, but it is not showing the dynamical "health" bar on XBOX, it is working fine on PC? It is a DrawUtil.RectFill(new RectangleF function.
thanks for your help.
greetings
#2
i am doing something like that, the only difference is i have camera width and height set to 1280x720 in TXBuilder. This is just a test level so i will try to set it to 480x270 later on.
my settings part of the xbox looks like that:
<XboxGraphicsManagerSettings>
<PreferMultiSampling>false</PreferMultiSampling>
<UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer>
<PreferredBackBufferHeight>720</PreferredBackBufferHeight>
<PreferredBackBufferWidth>1280</PreferredBackBufferWidth>
</XboxGraphicsManagerSettings>
The splash screen looks now the same as on PC but everything else from GUI to game view is still crop-ed out. i get the size of the gui/camera with:
screenSizeV = new Vector2(GraphicsDeviceManager.PreferredBackBufferWidth, GraphicsDeviceManager.PreferredBackBufferHeight);
screenSizeV is used for all GUIs also splash which strangely works fine, and then i calculate the aspect ratio and set the camera resolution (in the case above it is set to 1280x720).
thanks for the help again.
The second issue i solved with a custom bitmap control where i stretch the image on screen instead of drawing a rectangle.
greetings!
06/25/2009 (12:34 am)
Hi, thanks for your reply.i am doing something like that, the only difference is i have camera width and height set to 1280x720 in TXBuilder. This is just a test level so i will try to set it to 480x270 later on.
my settings part of the xbox looks like that:
<XboxGraphicsManagerSettings>
<PreferMultiSampling>false</PreferMultiSampling>
<UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer>
<PreferredBackBufferHeight>720</PreferredBackBufferHeight>
<PreferredBackBufferWidth>1280</PreferredBackBufferWidth>
</XboxGraphicsManagerSettings>
The splash screen looks now the same as on PC but everything else from GUI to game view is still crop-ed out. i get the size of the gui/camera with:
screenSizeV = new Vector2(GraphicsDeviceManager.PreferredBackBufferWidth, GraphicsDeviceManager.PreferredBackBufferHeight);
screenSizeV is used for all GUIs also splash which strangely works fine, and then i calculate the aspect ratio and set the camera resolution (in the case above it is set to 1280x720).
thanks for the help again.
The second issue i solved with a custom bitmap control where i stretch the image on screen instead of drawing a rectangle.
greetings!
Torque 3D Owner Henry Shilling
Smokin Skull
<PreferredBackBufferHeight>720</PreferredBackBufferHeight>
<PreferredBackBufferWidth>1280</PreferredBackBufferWidth>
Do not need to change anything else here. now in TXB 2D I set my camera to 128/72 it can be anything just so the ratio matches. I then set Design resolution under the Edit->Preferences menu to 1280, 720
Pretty cool everything works like a charm.