Hmm with the limitation of 3 bytes I guess it makes sense to use a normal resolution that is lower than your native.
It just would be most natural thing to try, drop to the next lowest normal resolution of your monitor. However since your doing a custom res via editing I would think you could extract the highest quality result by using the highest resolution possible.
So that would be FFF for the width aka 4095 width and then determine the correct height for the proper aspect ratio.
I have a little spreadsheet I use for video encoding to resize my videos, using that sheet here are my results.
3x 16:10 monitors with a native resolution of 5760x1200 in eyefinity/surround should be 4095x853
in hex 0x3CFFF355
3x 16:9 monitors with a native of 5760x1080 should be 4095x768
in hex 0x3CFFF300
My bezel compensation resolution of 6004x1200 should be 4095x818
in hex 0x3CFFF332
Any flaws in my reasoning?
I know from say using photoshop that while it makes sense that keepin a perfect pixel multiple should give best results when interpolating that its not really true when your in a high pixel count. a 200 pixel image scaled to a perfect 2x 400pix image would not look as good as a 366 pixel image scaled to 400pixel even though the multple is not even the higher visual data there compensates for it and still gives more detail especially in a game with small details like this one.
Another thought, did you try forcing 3840x1024 by editing the registry?
FullscreenModeID 0x3b400f00 (994053888)
Not sure i will try again because when I did the trick my FullscreenModeID was 0x3C400f00 (10108831104) it's not the same as you can see...
From what I read thats the refresh rate and a 3B = 59hz and most of us use 60hz so it would be 3C to have a 60hz refresh rate.
This is why all the values I put above are using 3C infront of the resolution values.
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