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Larrow

Helpers needed to run small test code

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Looking for people to run a small test code for me from their debug console (just in Eden is good enough) and post back here the results.

I need multiple contributions so as I can see results from multiple screen resolutions and interface sizes.

_uiScaleFactor = getNumber( configFile >> "UIScaleFactor" );
_uiScaleMaxGrids = getNumber( configFile >> "UIScaleMaxGrids" );

_actual = [ pixelGridBase, pixelGridNoUIScale, pixelGrid ];

getResolution params[ "", "_screenH", "", "", "", "_uiSize" ];

_pixelGridBase = _screenH / _uiScaleMaxGrids;
_pixelGridNoUIScale = round(( _screenH / 64 ) / _uiScaleFactor ) * _uiScaleFactor;
_pixelGrid = ( round((( _screenH / _uiScaleMaxGrids ) * ( _uiSize min 0.99 )) / _uiScaleFactor )) * _uiScaleFactor ;

_calculated = [ _pixelGridBase, _pixelGridNoUIScale, _pixelGrid ];

[ getResolution, _actual, _calculated, _calculated isEqualTo _actual ]

If you are willing to test other UI sizes (Options > Video > Display > Interface Size) I would be grateful but not necessary. Please remember to restart your client after any video option changes you make before running the test code.

 

Thank you for those who are able to help.

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this?

 

[[2560,1440,1344,1008,1.77778,0.7],[24,24,16],[24,24,16],true]

 

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[[1920,1080,792,594,1.77778,0.55],[18,16,8],[18,16,8],true]

 

My settings:

Full screen, 1920x1080 (16:9) , a.r. 16:9 auto (stretch), disabled Vsync, interface size small

 

Playing with aspect ratio:

- No change for 16:9 non stretched or wide.

 

[[1920,1080,880,594,1.6,0.55],[18,16,8],[18,16,8],true]

for 16:10 wide

 

playing with resolution:

1280x960 (4:3) and a.r. 16:9
[[1280,960,816,816,1.77778,0.85],[16,16,12],[16,16,12],true]

with an ugly calibration images (black oval and gray circle)

 

 

NB/ I'm always working with safezone. The pixel grid system is above my poor French head.

 

 

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This is what I got (Running in windowed mode): 

 

[[1280,722,672,505,1.77778,0.7],[12.0333,12,8],[12.0333,12,8],true]

 

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[[1920,1080,1008,756,1.77778,0.7],[18,16,12],[18,16,12],true]

Display mode: Fullscreen Window, Resolution: 1920x1080 (16:9), Aspect Ratio: Auto (Stretch) (16:9), VSync: Enabled, Interface Size: Normal

 

Let me guess you are trying to find the holy grail of UI girds?

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25 minutes ago, 7erra said:

Let me guess you are trying to find the holy grail of UI girds?

Trying to work out the pixelGrid values for any resolution/interface size. Not dependant on the current.

 

I have worked through most of the sizes available under video options, just wanted to get some results from out in the wild to make sure others are seeing the same results. As you know Arma is a fickle beast and just when you think you have something tie down, it will come along a blow all your ideas out of the water. :D

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[[1366,768,870,653,1.77865,0.85],[12.8,12,12],[12.8,12,12]

 

8 hours ago, Larrow said:

to make sure others are seeing the same results.

 

hows it looking?

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Interface Size: Very Small

[[2560,1440,902,677,1.77778,0.47],[24,24,12],[24,24,12],true]

Interface Size: Small

[[2560,1440,1056,792,1.77778,0.55],[24,24,12],[24,24,12],true]

Interface Size: Normal

[[2560,1440,1344,1008,1.77778,0.7],[24,24,16],[24,24,16],true]

Interface Size: Large

[[2560,1440,1632,1224,1.77778,0.85],[24,24,20],[24,24,20],true]

Interface Size: Very Large

[[2560,1440,1920,1440,1.77778,1],[24,24,24],[24,24,24],true]

 

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3 hours ago, lordfrith said:

hows it looking?

Well it was looking very promising from both my own test and the contributions here, up until this point...

3 hours ago, Flax said:

[[3840,2160,1584,1188,1.77778,0.55],[36,36,20],[36,32,20],false]

God dammit

 

Thanks for those who contributed. Back to the drawing board I guess, just wish the devs could help out, but still awaiting replies from several places I have reached out to.

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@Larrow

That is a very high res lol. Does it look like the higher you go, it breaks?

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20 minutes ago, Larrow said:

Well it was looking very promising from both my own test and the contributions here, up until this point...

God dammit

 

Haha sorry if that doesn't help the end goal. I thought id would be useful to have 4k res in there since no one else had added one. 

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14 minutes ago, Flax said:

Haha sorry if that doesn't help the end goal. I thought id would be useful to have 4k res in there since no one else had added one. 

No worries Flax, thanks for your input. All helps in the end, no use relying on an equation that does not work 100% :down:

 

16 minutes ago, HazJ said:

That is a very high res lol. Does it look like the higher you go, it breaks?

Not particularly. More the fact that pixelGrid isn't exactly what it suggests it is on the wiki page. As you can see from the initial post I'm using / 64 for pixelGridNoUIScale as / _uiScaleMaxGrids provides even worse results, and I'm having to massage _uiSize as at some resolutions Very Large interface size again breaks to many results.

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Hehe, good luck. Hopefully a dev replies to your question. Would make things a bit easier.

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My results were identical to EO's. Good luck! We're all counting on you!

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[[1920,1080,792,594,1.77778,0.55],[18,16,8],[18,16,8],true]

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12 minutes ago, HallyG said:

[[1920,1080,792,594,1.77778,0.55],[18,16,8],[18,16,8],true]

NO! You were too late! Get back to working your shop. I need some more ideas/inspiration to take. :rofl::happy:

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[[2240,1400,1027,770,1.6,0.55],[23.3333,24,12],[23.3333,20,12],false]

Interface size small. And yes that's a weird resolution. 16:10 aspect ratio and custom res.

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Don't know if this is new or helpful but I was browsing through the 3den Editor files and found this function:

a3\3den\functions\fn_initpixelui.sqf:

if (count (supportInfo "n:pixelW") == 0) then {
	//--- Get unified UI scale
	_coefUIScale = getResolution select 5;
	_coefUIScale = switch true do {
		case (_coefUIScale < 0.500):	{0.500};
		case (_coefUIScale < 0.625):	{0.625};
		case (_coefUIScale < 0.750):	{0.750};
		case (_coefUIScale < 0.875):	{0.875};
		default				{1.00};
	};

	//--- Calculate pixel scale based on UI scale and vertical resolution
	_coefRes = ((round ((getResolution select 1) / 180)) / 4) max 1;
	_pixelScale = _coefRes * _coefUIScale;

	//--- Save variables to all name spaces
	{
		//_x setvariable ["pixelW",1 / (getResolution select 2)];
		//_x setvariable ["pixelH",1 / (getResolution select 3)];
		_x setvariable ["pixelScale",_pixelScale];
	} foreach [missionnamespace,uinamespace,parsingnamespace];
};

Maybe somone got an idea what it does? It isn't listed in the functions library, has no documentation and the if statement should always return false.

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40 minutes ago, 7erra said:

Maybe somone got an idea what it does? It isn't listed in the functions library, has no documentation and the if statement should always return false.

It's a workaround in case the pixelW script command is missing. I guess for older game versions.

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