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Xbox 360 in 480p and Widescreen, what resolution is it in?

Last post 2/17/2010 11:12 PM by Cabbynode Games. 21 replies.
  • 9/24/2008 9:08 PM

    Xbox 360 in 480p and Widescreen, what resolution is it in?

    In display settings, if a user sets their Xbox 360 to 480p *and* widescreen, what resolution is it in?  I'm assuming it stays in 640x480.
  • 9/24/2008 9:17 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?


    Matthew Doucette:
    I'm assuming it stays in 640x480.

    Yes, that's true. But a widescreen aspect ratio is used

  • 9/24/2008 10:26 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    Catalin Zima:

    Matthew Doucette:
    I'm assuming it stays in 640x480.

    Yes, that's true. But a widescreen aspect ratio is used

    What does that mean exactly?  It's 640x480 but strectched to widescreen?

  • 9/24/2008 10:47 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    That's correct; pixels are not square.

    You could render your game in 852x480 if you wanted to pretend that pixels were square; the scaler will take care of whatever conversion is necessary. 852x480 is also nice if you want letterboxing on 480i TVs, because it doesn't use as much fill rate.


  • 9/25/2008 1:31 AM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    jwatte:
    That's correct; pixels are not square.

    You could render your game in 852x480 if you wanted to pretend that pixels were square; the scaler will take care of whatever conversion is necessary. 852x480 is also nice if you want letterboxing on 480i TVs, because it doesn't use as much fill rate.

    Thanks, that's exactly what I wanted to know.  Currently, our game stays in 640x480 (960x720 scaled by the xbox), so someone choosen widescreen with our game would see a distorted 4:3 (640x480 scaled down from 960x720 interal render) image.  Boo to that.

    I have never heard of 480p widescreen, is it common?

  • 9/25/2008 3:16 AM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    It was the only way to get widescreen 10 years ago. Remember those ugly wide rear-projection sets from 1995?

     


  • 9/25/2008 3:37 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    jwatte:
    It was the only way to get widescreen 10 years ago. Remember those ugly wide rear-projection sets from 1995?

     

    I don't!  But I guess we should support it!

  • 9/25/2008 8:01 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    I am lost with how to DETECT 480p widescreen.  Is the aspect ratio returned suppose to be 16:9 (1.777...) or 4:3 (1.333...)?

    (If someone has a 480p widescreen TV, and plug a normal 4:3 480p signal into it, it is strected horizontally, correct?)

  • 9/25/2008 8:46 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    I don't think you can; you'll have to ask the user. And, curiously, then you have to render to a 4:3 area as if it were 16:9, to avoid the black bars and counter-stretching that the scaler does. I think the number of 480i/p 16:9 displays connected to Xbox 360 consoles is so small as to not be worth worrying about.

     


  • 10/16/2008 4:33 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    jwatte:
    I don't think you can; you'll have to ask the user. And, curiously, then you have to render to a 4:3 area as if it were 16:9, to avoid the black bars and counter-stretching that the scaler does. I think the number of 480i/p 16:9 displays connected to Xbox 360 consoles is so small as to not be worth worrying about.

     

    I have tested and verified what's been said in this thread, now that I have a widescreen TV myselft! :)  480p widescreen has 640x480 resolution with a 1.333... aspect ratio.  480p normal (not widescreen) as exactly the same values, a 640x480 resolution with a 1.333... aspect ratio.  So the aspect ratio returned to XNA is *not* the aspect ratio of the screen size, but the aspect ratio of the resolution.

    However, since the Xbox knows it is in widescreen or normal mode, can we access that value, to determine 480p widescreen and adjust or games accordingly???

  • 10/16/2008 5:00 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    jwatte:
    I don't think you can; you'll have to ask the user. And, curiously, then you have to render to a 4:3 area as if it were 16:9, to avoid the black bars and counter-stretching that the scaler does. I think the number of 480i/p 16:9 displays connected to Xbox 360 consoles is so small as to not be worth worrying about.

    GraphicsAdapter.IsWideScreen reports this (assuming the user has configured it correctly in their system settings, of course).

    But I agree that the number of such screens is probably too small to be worth worrying about. Personally I'd just write my game to always use a 1280x720 resolution, and let the system take care of everything from there.

  • 1/29/2010 1:35 AM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    Ok, so instead of making a new thread, I figure I'll just use this one...

    Shawn Hargreaves:
    Personally I'd just write my game to always use a 1280x720 resolution, and let the system take care of everything from there.

    So this sounds great - nice and easy.
    But what happens to 1920x1080? I know you made this statement over a year ago - does it still hold true? Or should I develop for 1080?

    And for 4:3 480p sccreens, I guess you'd just get big black bars if you rendered at 720p - but nothing too major?
    Or should I develop for 4:3 and for 16:9 aspect ratios?

    So, as a backstop, I could literally develop a game at the single, fixed resolution of 1280x720, and everything would be fine?

    Thanks!
  • 1/29/2010 1:53 AM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    NightCabbage:
    Ok, so instead of making a new thread, I figure I'll just use this one...

    Shawn Hargreaves:
    Personally I'd just write my game to always use a 1280x720 resolution, and let the system take care of everything from there.

    So this sounds great - nice and easy.
    But what happens to 1920x1080? I know you made this statement over a year ago - does it still hold true? Or should I develop for 1080?

    And for 4:3 480p sccreens, I guess you'd just get big black bars if you rendered at 720p - but nothing too major?
    Or should I develop for 4:3 and for 16:9 aspect ratios?

    So, as a backstop, I could literally develop a game at the single, fixed resolution of 1280x720, and everything would be fine?

    Thanks!


    If you always render to 1280x720 then this is what happens:

    480p 4:3 - scaled down and letterboxed
    480p 16:9 - scaled down
    720p - no scaling
    1080o - scaled up

    So yeah on 4:3 SD sets your game gets letterboxed, and everything else works fine. If you don't want your game to be letterboxed, then you can render to a 640x480 backbuffer.
  • 1/29/2010 2:19 AM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    Thanks for the reply Matt!

    Ok, so I'm thinking that I could avoid letterboxing by making a 4:3 (640x480) option, and maybe I could also have a 1920x1080 option, if people want the higher resolution?

    (so 3 options total)

    Or maybe it's better to just offer 1280x720 and let the system do the work?
  • 1/29/2010 2:26 AM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    You should definitely have the application start up in 1280x720 the first time, because that's guaranteed to work on everything.  I don't think it'd be a problem to have alternate modes, say on an Options page, for someone to specify 640x480 and 1920x1080 though.  Just don't force the user to pick the resolution on startup - that would be irritating and unnecessary.  Default it to the 'works on everything' option until the user specifically chooses otherwise.
  • 1/29/2010 2:53 AM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    I was thinking that I'd make it automatically detect the user's resolution?
  • 2/17/2010 6:50 AM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    Ok, this is odd...

    I'm using the following code...

    graphics.PreferredBackBufferWidth = 1280;  
    graphics.PreferredBackBufferHeight = 720;  
    graphics.IsFullScreen = true;  
    graphics.ApplyChanges(); 

    Pretty simple.

    Works fine in window mode, but when i set fullscreen = true, it displays in a 1600x900 resolution, instead of what I actually specified, with the 1280x720 game displayed in the upper left corner (and stuff outside the viewing bounds is visible for the rest of the screen).

    Any idea why it would be doing this?

    I've successfully used fullscreen mode in another game and that worked fine, no matter what resolution I chose...

    (1920x1200 monitor resolution btw)

    Thanks!
  • 2/17/2010 3:18 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    Fullscreen on PC is limited to whatever resolutions your monitor happens to support (which is different for every monitor).  Most likely yours can't do 1280x720.
  • 2/17/2010 3:35 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    Shawn Hargreaves:
    Fullscreen on PC is limited to whatever resolutions your monitor happens to support (which is different for every monitor).  Most likely yours can't do 1280x720.


    Actually, that's not quite true. It appears that quite a lot of newer widescreen monitors report back only 'preferred' resolutions. If you set your Windows desktop res to 1280x720  first and then run a fullscreen XNA game, it runs at 1280x720; otherwise I get this mental 1440x800 crazy-type-resolution.

    I had to add in '1280x720' as a 'secondary preferred resolution' in the Nvidia control panel before the monitor would switch to it automatically for fullscreen XNA games.

    I can only assume it's the monitor trying to stop me running a 16:9 game on a 16:10 monitor, or similar. Most annoying.
  • 2/17/2010 4:42 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    ProjectorGames:
    Shawn Hargreaves:
    Fullscreen on PC is limited to whatever resolutions your monitor happens to support (which is different for every monitor).  Most likely yours can't do 1280x720.


    Actually, that's not quite true. It appears that quite a lot of newer widescreen monitors report back only 'preferred' resolutions. If you set your Windows desktop res to 1280x720  first and then run a fullscreen XNA game, it runs at 1280x720; otherwise I get this mental 1440x800 crazy-type-resolution.

    I had to add in '1280x720' as a 'secondary preferred resolution' in the Nvidia control panel before the monitor would switch to it automatically for fullscreen XNA games.

    I can only assume it's the monitor trying to stop me running a 16:9 game on a 16:10 monitor, or similar. Most annoying.
    LCD monitors only have 1 resolution, and anything else has to be scaled. The resolutions are dictated by the size of the screen. You're always running in 1440x900. 1280x720 will look awkward. In other resolutions, it may be impossible to even read on screen text unless the monitor pillar boxes.

    You shouldn't try to force the game into a fixed resolution that can look poor on a lot of monitors. There is a reason that the driver only reports the nice looking, compatible resolutions. The only resolutions that are usually realistically usable tend to be the native resolution, and exactly half of it. Anything else of the same ratio can be tolerable on a program by program basis, depending on how well the source material scales.
  • 2/17/2010 5:04 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    Daaark:
    ProjectorGames:
    Shawn Hargreaves:
    Fullscreen on PC is limited to whatever resolutions your monitor happens to support (which is different for every monitor).  Most likely yours can't do 1280x720.


    Actually, that's not quite true. It appears that quite a lot of newer widescreen monitors report back only 'preferred' resolutions. If you set your Windows desktop res to 1280x720  first and then run a fullscreen XNA game, it runs at 1280x720; otherwise I get this mental 1440x800 crazy-type-resolution.

    I had to add in '1280x720' as a 'secondary preferred resolution' in the Nvidia control panel before the monitor would switch to it automatically for fullscreen XNA games.

    I can only assume it's the monitor trying to stop me running a 16:9 game on a 16:10 monitor, or similar. Most annoying.
    LCD monitors only have 1 resolution, and anything else has to be scaled. The resolutions are dictated by the size of the screen. You're always running in 1440x900. 1280x720 will look awkward. In other resolutions, it may be impossible to even read on screen text unless the monitor pillar boxes.

    You shouldn't try to force the game into a fixed resolution that can look poor on a lot of monitors. There is a reason that the driver only reports the nice looking, compatible resolutions. The only resolutions that are usually realistically usable tend to be the native resolution, and exactly half of it. Anything else of the same ratio can be tolerable on a program by program basis, depending on how well the source material scales.


    You're *very* wrong, and that is very misleading. My monitor's native res is 1920x1200. This is not a handy-dandy multiple of 1440x900 (it's 'amost' 2 thirds...). I have absolutely no idea why 1440x900 gets picked as a 'suitable' replacement for 1280x720, even more so when that's the resolution I specifically requested.

    I can't even imagine how old an LCD monitor you must be referring to, to not resample the incoming image with antialiasing to the LCD grid, either. Regardless, a monitor with a native res of HIGHER than 1280x720 will very happily display a perfectly readable 1280x720 image.

    Edit : Also, it only seems to be an XNA thing - nothing else seems to have a problem telling my monitor that 1280x720 is the ResToBeAt(tm)
  • 2/17/2010 11:12 PM In reply to

    Re: Xbox 360 in 480p and Widescreen, what resolution is it in?

    ProjectorGames:
    Edit : Also, it only seems to be an XNA thing - nothing else seems to have a problem telling my monitor that 1280x720 is the ResToBeAt(tm)


    Yes, it does appear to be a "bug" in XNA.

    I can get my (Dell 2407WFP) to display any resolution in any other game, including my own C++ DirectX 9 game.

    However, for some reason XNA seems unable to display many resolutions.

    Something to watch out for... if I didn't know about this bug, and I released a game, it would have caused all sorts of trouble (on PC).

    As it is, I'll just have to inform the user "sorry, that resolution is unavailable" and leave them wondering why they can select that resolution in every single other game, but not mine... lol
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