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Jun 19, 2017 at 22:14 answer added default timeline score: 7
Jun 19, 2017 at 18:25 comment added trichoplax is on Codidact now If you find the linked answer unsatisfying, you might be more likely to get the answer you seek if you edit the question to explain why you are not satisfied with the reasons given. That way you can avoid getting the same answer here.
Jun 19, 2017 at 14:29 comment added piegames But why would they matter in windowed mode? And if the game takes all the resolution the system throws at them, does it mean the game in fact is resolution independent and the restriction is purely artificial?
Jun 19, 2017 at 14:14 comment added Alan Wolfe Not quite enough info for an answer, but we query the driver to ask for what resolutions will work in full screen mode. The specific list of resolutions you give in dark souls 2 will vary from machine to machine. There are hardware and software (driver) limitations to what is available.
Jun 19, 2017 at 13:58 comment added piegames See also: gamedev.stackexchange.com/a/56952
Jun 19, 2017 at 13:56 comment added piegames I posted it here because I think this is mostly a graphical issue that just happens to appear mostly in games, but you might be right. Also, the answer on that question on gamdev isn't really satisfying.
Jun 19, 2017 at 13:47 history edited piegames CC BY-SA 3.0
Added example
Jun 19, 2017 at 13:34 comment added default This question is probably more appropriate for gamedev.stackexchange.com. See gamedev.stackexchange.com/a/125316/26734
Jun 19, 2017 at 13:30 comment added default Also, the 2d elements are often textures that are designed to be the right size for a certain screen resolution. If the user arbitrarily blows up the screen size, those textures will stretch and look bad. Instead, there are different textures for each supported resolution.
Jun 19, 2017 at 13:28 comment added piegames Someone who can't build a GUI that's scaling resistant shouldn't be allowed to build GUIs at all. Also, scaling is possible, but only in steps. So a little window where things might overlap is still possible, so why not sizes in between?
Jun 19, 2017 at 13:24 comment added default I would think part of it has to do with the layout of 2d elements on the screen. If you allow the user to freely resize the screen then the elements could overlap.
Jun 19, 2017 at 12:58 history asked piegames CC BY-SA 3.0