Oooo my head hurts ...
Hehe....I think I know what you mean. :wink:
I was curious about that myself, because before my Seagate HD's petered out on me, I was playing Fable: The Lost Chapters, and fiddling around with the the different output options. I noticed that if I used monitor scaling, the introduction movies and game menu would fill the whole screen. If I used aspect ratio scaling, the intro movies and game menu would letterbox. Visually, it looked like the monitor scaling was stretching out the intro movies and game menu's, so I switched to aspect ratio scaling in order to view everything more, as I believed, as the developer intended.
In fact, if I used monitor scaling in the past, I wasn't even sure that the 1920x1200 was rendering correctly, so i simply switched to aspect ratio scaling to make sure. That way, if I used 1920x1200, it would guarantee correct rendering, and any other resolution as well (as far as a non-native rez can be, that is :wink:), albeit with black bars on the side.
But in this case, you claim that you are using a 16:10 aspect ratio resolution, which is enlarged rather than stretched. That's actually pretty interesting to me, as I hadn't thought that other non-native resolutions would provide correct FOV (in so much as the game was tailored towards it) and proportions, irregardless of the output being set to monitor scaling.
But I think you're right here....
A 4:3 res shown on a 16:9 screen will look stretched because the sides are stretched out to fit the 16:9 ratio.
Some games that have available 16:9 resolutions sometimes do not have there FOV widened to accommodate the wider screen and so they can also look stretched.
or another way of looking at both of those is that the image is ... squashed down top and bottom to fit the widescreen.
and now ...
"Stretched" can be used to describe a lower non-native res scaled up to fit the screen.
Because in addition to 4:3 resolutions stretching out the sides to fill the screen,
and 16:10 or 16:9 games w/out the widened FOV (although some of them have purported 'widescreen' options) we now have lower non-native resolutions, like 1440x900. In this case though - are we talking about the image being "stretched" as in forced to fit the whole screen by expanding, or are we talking about "enlarged" as in a perfectly acceptable 16:10 resolution 'scaling' to fit a larger viewable area? Because technically it is a correct 16:10 aspect ratio, but doesn't some visual quality have to be sacrificed, because the image has to be 'blown up' to a certain degree?
I ask b/c it would actually be pretty cool to be able to use lower resolutions like 1440x900 (as long as it looked good) in other games, sometime down the line, when the concept of diminishing graphical returns mandates lower visual quality in order to get acceptable framerates.