Aspect Ratio Help
Posted: Sun Nov 27, 2022 2:44 am
Hello all,
I was hoping to get some clarity on the easiest way to understand how the MiSTer displays aspect ratios. I stream on Twitch and I want to create different overlays for each console I play. I'm pretty OCD about this stuff and I want to have the binding box for the system on the overlay match the game, no black borders or anything once you sort out all the overscan settings.
For now, I've been trying to use https://mister-devel.github.io/MkDocs_M ... esolutions as the guide to create the game footage binding box in Photoshop for the overlays. For example, the page claims NES's default native resolution is 256x224, which is an aspect ratio of 8:7, which is consistent with what other articles about the original NES claim. So far, so good. However, I create a 256x224 binding box in Photoshop, and then retain-scale it up to 1023x1014, keeping the 8:7 aspect ratio. Nice.
Then I try to overlay the game footage after cropping out the black borders, and boom, it's more like an aspect ratio of 4:3 or something. I have tried to set the MiSTer.ini file to scale to integer scaling only, I've played around with the crop/overscan/aspect ratio in the NES core, and the only thing that even came close to actual 8:7 was to turn off all the overscan, automask the edges and use the Narrower HV-Integer. Even then, there's still a vertical remainder compared to 8:7. This is a problem for pretty much every other core that isn't flat out 4:3 (sometimes) or 16:9 stretched.
Essentially, I'm just looking for some clarity on what the best way to create these binding boxes to the correct size each time. It's pretty slow and tedious just doing minor crop tweaks in Photoshop over and over trying to get it to match to what the MiSTer is outputting. Is there some sort of consideration or reference I can use? I really appreciate any help on this, thank you.
I was hoping to get some clarity on the easiest way to understand how the MiSTer displays aspect ratios. I stream on Twitch and I want to create different overlays for each console I play. I'm pretty OCD about this stuff and I want to have the binding box for the system on the overlay match the game, no black borders or anything once you sort out all the overscan settings.
For now, I've been trying to use https://mister-devel.github.io/MkDocs_M ... esolutions as the guide to create the game footage binding box in Photoshop for the overlays. For example, the page claims NES's default native resolution is 256x224, which is an aspect ratio of 8:7, which is consistent with what other articles about the original NES claim. So far, so good. However, I create a 256x224 binding box in Photoshop, and then retain-scale it up to 1023x1014, keeping the 8:7 aspect ratio. Nice.
Then I try to overlay the game footage after cropping out the black borders, and boom, it's more like an aspect ratio of 4:3 or something. I have tried to set the MiSTer.ini file to scale to integer scaling only, I've played around with the crop/overscan/aspect ratio in the NES core, and the only thing that even came close to actual 8:7 was to turn off all the overscan, automask the edges and use the Narrower HV-Integer. Even then, there's still a vertical remainder compared to 8:7. This is a problem for pretty much every other core that isn't flat out 4:3 (sometimes) or 16:9 stretched.
Essentially, I'm just looking for some clarity on what the best way to create these binding boxes to the correct size each time. It's pretty slow and tedious just doing minor crop tweaks in Photoshop over and over trying to get it to match to what the MiSTer is outputting. Is there some sort of consideration or reference I can use? I really appreciate any help on this, thank you.