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 Post subject: Prince of Persia
PostPosted: 22 Dec 2008, 20:28 
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Joined: 07 Nov 2005, 04:16
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Whether you realize it or not, if you're picturing them concretely enough that they have an exact width, you're inserting an arbitrary unit of measurement in there somewhere. It is impossible to imagine something that is "16 wide," much like it is impossible to imagine a duration of time that is "16 long."

If you're saying "the unit doesn't matter," that shows there *is* a unit involved in your thinking. You might not have a name for it, you might not know for sure what it is, it might not exist in the real world, but you are assuming a concrete unit of measurement exists in some metaphysical sort of way. The 16 in 16:9 does not mean "16 units of measurement that don't matter." There aren't any units of measurement at all. In fact, without the 9, the 16 doesn't even mean anything. 16:9 just means "you can divide 16 by 9 to get the ratio of width to height."


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 Post subject: Prince of Persia
PostPosted: 22 Dec 2008, 23:13 
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Joined: 20 Mar 2008, 05:44
Posts: 9
mkay

what i really want to know is:

Does anyone know how to get the game to run in windowed mode?


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 Post subject: Prince of Persia
PostPosted: 23 Dec 2008, 00:24 
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Joined: 28 May 2007, 03:10
Posts: 845
Sorry moreno, I just love philosophical discussions with cranky, which by the way wouldn't happen to be a lawyer?


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 Post subject: Prince of Persia
PostPosted: 23 Dec 2008, 12:29 
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Joined: 06 Oct 2008, 22:11
Posts: 410
The reason for the way the site is formatting the images the way it does, in reference to the "why is 16 units high" etc., is that it goes for constant height in all images no matter their AR. Or at least that is my understanding, unless someone can correct me?

If you overlay them, with pixel to pixel constant for a 16:9 as to 16:10 comparsion then the question will be answered.


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 Post subject: Prince of Persia
PostPosted: 25 Dec 2008, 06:10 
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Joined: 25 Dec 2008, 05:56
Posts: 3
I will take a stab at answering Mesh's question.

Like hermit explained, without some actual dimensions, the '16' is meaningless. It's only sheer coincidence that the aspect ratios of 16:9 and 16:10 both share a 16. You could call one of those 32:20 and you would stop making the comparison. It is the actual ratio we are interested in, not the integer numbers. 16:9 is just a more exact and rounded way of saying 1.777777777778. It would be less misleading if we used the decimal instead of 16 and 9.

The only way to compare FOV between the two is if one dimension's FOV (either horizontal or vertical) was fixed and the other variable.

If you were to fix the width so that both 16:10 and 16:9 were equally wide, then 16:10 would have a greater height and therefore a greater overall FOV. Let's compare two resolutions: 16:9 at 1680x945 and 16:10 at 1680x1050. Without any borders, both would have the same width but the 16:10 resolution would have a greater height which means an overall greater FOV. But that isn't how things work. We don't fix width, we fix the height. After all 'WIDE' screen means horizontal width we are interested in. So the effect when we fix the height is that the 1680x945 has a wider view. In order to match the FOV of 1680x945 while keeping 1050 as the vertical resolution, we would need to run at a resolution of 1867x1050.

The reason 16:9 is a wider view than 16:10 is because when you take a decimal of the ratio, 16/9 = 1.78 while 16/10 = 1.6. 1.78 is wider than 1.6.

If we were to fix widths instead of height, then 4:3 and 5:4 would give an even greater FOV than 16:9! How do you decide what resolutions should increase FOV? The movie studios decided that FOV could only increase horizontally, and that's how we gamers expect things to happen with our widescreen games.

Imagine if a movie which is typically filmed at 1.78:1 or 1.85:1 or 2.35:1 was released in 4:3 on DVD with an INCREASED FOV... That would mean they'd need to add information at the top and bottom without losing any information on the sides. And that if you had a widescreen TV, in order to preserve the increased FOV, you would need to add borders to the side...

It's arbitrary whether information is added horizontally or vertically, but we settled on expecting Hor+. Any widescreen solution that reduces fov (such as Vert-) is frowned upon.


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 Post subject: Prince of Persia
PostPosted: 25 Dec 2008, 12:43 
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Joined: 24 Dec 2006, 18:56
Posts: 764
lostn, that is exactly the thing we work for. Nice 2nd post, keep that up :)


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 Post subject: Prince of Persia
PostPosted: 25 Dec 2008, 15:38 
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Joined: 20 Feb 2007, 05:14
Posts: 544
I think one of the problems is we have resolutions that match each other's width, even though that isn't what we're looking at (1280x720 vs. 1280x800, 1920x1080 vs. 1920x1200). Some people might look at that and think, one clearly has more pixels, even though we're looking at AR.

Back to the topic though, does anyone notice if some of the 'getting up' scenes felt kinda zoomed in, maybe screwed up fov? I'm gonna try a few more encounters but I think it felt messed up on 16:10 vs. 16:9. Maybe it's just me.


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 Post subject: Prince of Persia
PostPosted: 26 Dec 2008, 00:35 
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Joined: 19 Sep 2006, 16:25
Posts: 1055
Location: Ruckersville, Virginia
You mean the little scene that happens after you are saved by Elika? I didn't notice anything abnormal with those. I can't test right now because I am back home with family and I'm not able to test.

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 Post subject: Prince of Persia
PostPosted: 26 Dec 2008, 09:32 
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Joined: 20 Feb 2007, 05:14
Posts: 544
You mean the little scene that happens after you are saved by Elika? I didn't notice anything abnormal with those. I can't test right now because I am back home with family and I'm not able to test.


Sorry I wasn't too specific: I meant when you really smack around your opponent (get smacked by, I guess) and they have to get up. It turns into a mini-cutscene. I'm probably just nitpicking at this point, so don't mind this too much.


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 Post subject: Prince of Persia
PostPosted: 03 Nov 2009, 21:24 
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Joined: 02 Nov 2009, 12:14
Posts: 1031
Location: Lincoln, UK
TH Resolutions available via Matrox SGU:

1680x1050


3840x960


5040x1050


Below are just some images at 5040x1050 to show how the game draws the menu and cutscreens at that ress:



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