Resolution adjustment. How to change monitor screen resolution? Selecting the optimal resolution. What resolution should I set?

Resolution adjustment.  How to change monitor screen resolution?  Selecting the optimal resolution.  What resolution should I set?
Resolution adjustment. How to change monitor screen resolution? Selecting the optimal resolution. What resolution should I set?

Mass Effect: Andromeda has become one of BioWare's most ambitious and complex projects. Bringing the game to release required a team of more than 200 people and five years of development, during which the launch was delayed at least once. The main technical challenge was the transition to the Frostbite 3 engine, which is used in many other games published by Electronic Arts, including Dragon Age: Inquisition. Since previous Mass Effect series were built on Unreal Engine 3, BioWare had to create all graphics assets and development tools from scratch.

Each of the games in the main Mass Effect trilogy looked good on screen for its time, but the next installment was originally aimed at the most high standards visual quality. As a result, despite a lot of shortcomings that struck the final version of Mass Effect: Andromeda, it is rightfully included in the list of the best graphics among games of 2016-2017. and takes full advantage of the capabilities of new generation GPUs built using the 14-16 nm process technology.

Outside of the quality profiles in Mass Effect: Andromeda, there are a few additional graphics settings: chromatic aberration and film effect (which have virtually no effect on performance), as well as the color encoding format - 32- or 64-bit. The “internal” 64-bit color representation eliminates artifacts in scenes with smooth gradients (sky texture, smoke and fire effects), but, as a rule, only a monitor or TV with HDR (high dynamic range) support will allow you to notice the difference with the naked eye. Otherwise, this setting, which doubles the size of all color buffers in the rendering pipeline, only increases the space requirements and bandwidth Video card RAM.

Graphics quality
Low Average High Ultra Max.
Grain On
Chromatic aberrations On
Resolution adjustment mode Auto 720p Auto 900p Auto 1080p Off Off
Texture quality Low Average High Ultra Ultra
Smoothing Off FXAA Temporal smoothing Temporal smoothing Temporal smoothing
Diffuse shading Off SSAO HBAO HBAO Full HBAO
Post-processing quality Low Average High Ultra Ultra
Depth of field quality Off Low Average High Ultra
Anti-aliasing in motion Off Off On On On
Texture filtering Low Average High Ultra Ultra
Lighting quality Low Average High High Ultra
Shadow quality Low Average High Ultra Ultra
Effect quality Low Average High High Ultra
Model quality Low Average High Ultra Ultra
Shader quality Low Low High High High
Landscape quality Low Average High Ultra Ultra
Plant quality Low Average High Ultra Ultra
Frame Buffer Format Compressed (32 bits)

We tested video cards in three modes, covering the capabilities of modern gaming PCs - from budget accelerators without an additional power connector to top-end NVIDIA GeForce 10 series cards (AMD, as you know, can compete in the top price segment only after the release of the Vega family of GPUs). The two modes are based on the "low" and "medium" profile settings of Mass Effect: Andromeda, but we have turned off image scaling to 720p and 900p resolutions in order to render at the actual screen resolution (1920 × 1080, 2560 × 1440 and 3840 × 2160). In the last, most resource-intensive mode, all settings, with the exception of scaling, were set to the maximum position. All modes included chromatic aberration and film effect, as well as 32-bit color.

The screenshots below show how the image changes depending on the selected mode.

Low quality

Avg. quality

Max. quality

Low quality

Avg. quality

Max. quality

Low quality

Avg. quality

Max. quality

Low quality

Avg. quality

Greetings, casual visitors and regular readers of the blog site!

During the existence of this site, I changed the template several times and even created my own from scratch.
One of the main tasks when choosing a new template is the adaptive layout of the site for all screen resolutions.

Brief outline of the article:

In a previous article I already wrote about why it is needed. But how to achieve this very adaptability?

For this there is different ways. Some use javascript, some use something else. But I believe that the simplest and The right way is responsive using CSS.

How to make a responsive website layout


Firstly, if you set out to create a responsive website design, between the tags paste the following code:

What a fool I was that I didn’t do this right away when I was trying to make an adaptive website layout!!!
The problem with mobile browsers is their scaling of website layout, even adaptive ones.

Imagine, I draw a design, then write everything down required styles and requests, I check the site’s adaptability at different resolutions. Everything seems to be fine! But when I open my blog on my smartphone, I see that the site has simply shrunk. It did not adapt to the mobile device, but simply reduced the size of the font, pictures, etc.

How so? I began to double-check all the styles to see if I had written the classes correctly, and eventually got to the point where I checked the width of the browser window in px using javascript. I was shocked. When checking on a laptop, I got a result of 1024px, and I got about the same result when opening the site on a smartphone!

But this cannot be!

Turns out, if you do not write the code that I indicated above, the mobile browser does not understand that the site is responsive and is simply trying to make the website page smaller so that it fits into a small mobile phone screen.

Because of my stupidity and incompetence, I lost a lot of time. But now I remember it forever))).

Adaptive layout CSS media queries


To make it responsive using CSS, you need to use media queries.

How is that? Yes, very simple. In the CSS file you need to write queries like:

@media screen and (min-width: 1440px) and (max-width: 1599px)( )

This code means that styles enclosed between “( )” will work for screens with a minimum width of 1440px and a maximum of 1599px.

That is, those styles of site elements that must be adapted depending on screen resolution must be written separately for each possible screen width.

The most important screen resolutions for adaptive layout

  • 320px- Mobile devices (portrait orientation);
  • 480px- Mobile devices (landscape orientation);
  • 600px- Small tablets;
  • 768px- Tablets (portrait orientation);
  • 1024px- Tablets (landscape orientation)/Netbooks;
  • 1280 px or more- PC.

It is these permissions that need to be emphasized and given Special attention with adaptive layout. These are the most common types of screen resolutions.

bootstrap responsive design


It is very convenient to use bootstrap for creating adaptive layout. The convenience is that all styles for adapting blocks, buttons, tables, etc. are already registered in bootstpap. You just need to figure out which class to assign to which element.

To get started, download the latest version of bootstrap and connect it to your site. Please note that connecting styles and scripts to WordPress has its own characteristics.

The layout on bootstrap differs in that the width of the block or screen is divided by 12 equal parts. And by assigning a certain class to a block, you can set the width of the block equal to the required number of parts.

For example, this design will allow you to allocate one wide block for content 8 parts wide and one narrow block for a sidebar 4 parts wide:

The width of the blocks will be calculated automatically depending on the width of the screen. And when viewed on a mobile device, these blocks will shift under each other.

You can also adjust the block's distance from the edge, again by required quantity parts. For example this design:

A block 10 parts wide will be created with a left indent of 1 part of the screen.

If you look at it, working with bootstrap makes the work very fast. Moreover, these styles definitely work correctly and there will be nothing crooked on the site.

In the future I plan to post several lessons on working with bootsrap. Therefore, I advise you not to miss this moment.

Checking website adaptability


But the question arises: how to check the website’s adaptability? Now you have written media queries in CSS, connected bootstrap and used the necessary classes. How can you check that the site adapts correctly at all screen resolutions?

Very accurate and most importantly free service, which deserves respect and gratitude from webmasters and layout designers who deal with adaptive website layout.

Well, how do you like the article? All clear? If not, write in the comments, we’ll figure it out together.

Yes, to make a responsive website design, you need to work hard. But these efforts will be rewarded with a favorable attitude towards your site from search engines, and most importantly, visitors to your site.

Gift to everyone. Today we will talk about something unclear, namely what AMD GPU Scaling is. The name suggests scaling, but what exactly? GPU is probably GP, which means graphics processor. In short, I won’t guess, I went to the Internet and looked for information there. Guys, the first information is already there. It seems that this is adjusting the resolution of games to the resolution of Monica. In short, it seems like a useful thing, but you need to check it in practice so that the picture is not blurry and is comfortable for perception. That is, you need to enable GPU Scaling, then disable it, compare, in short, experiment like...

I can’t really understand what GPU Scaling is. But I understood for sure that if Monik is not quite standard or even the game is some kind of abstruse, then there may be black stripes on the sides, you know? Well, GPU Scaling seems to be able to fix this, but how? But here I don’t know, it can stretch the picture, but whether it’s done well or not, this needs to be checked...


Guys, I only understood one thing: GPU Scaling can help when there are some problems with resolution. For example, in the game the stripes are black on the sides. I couldn’t find a specific definition on the Internet for this, sorry.

So guys, I’m still looking for more information, because I need to figure out a little bit about what it is. So one person writes that if you enable GPU Scaling, the picture becomes better than if you enable Scaling to Display. Another person writes that there are no problems with stretching; many monitors have an option to display: full screen or in format. And then people also write that where there is no such option, you can enable GPU Scaling. That is, again, GPU scaling is something like adjusting the game to the monique so that the game fills the entire monique and so that there are no black bars on the sides. I understood everything exactly like that, but maybe I'm wrong...

One person on the Steam forum writes that he used to play with an NVIDIA video card and could stretch the resolution, but now he has an AMD video card and cannot stretch the resolution. And here’s one person’s answer: that he would enable GPU Scaling. So again we conclude that GPU scaling is for stretching the resolution.

I found a picture, I know it’s a little hard to see here, sorry for that, but it seems like this particular setting is displayed here: GPU scaling, look:

Guys, I don't know what to say anymore. One thing I understood is that GPU Scaling is an option to tweak the resolution when the game has black bars on the sides. Whether to enable the option or not, it all depends on your gameplay, if there are no stripes, then you don’t need to turn them on, but if there are, then you can try, maybe it will get better. That's all, good luck guys and positive vibes!

From settings screen resolution The clarity of text and images depends. Typically, the larger the diagonal of the monitor, the higher the screen resolution (DPI) it supports. However, the ability to increase screen resolution is also affected by the video adapter (video card).

As stated above, more high screen resolutions details look sharper. This is especially noticeable on LCD monitors. desktop computers and laptops. On such monitors, the clearest picture is obtained when setting the so-called own or "native" screen resolution. In this case, one pixel (point) on the screen corresponds to one physical pixel on the monitor.

With CRT monitors the picture is somewhat different. There the screen resolution is lower (often 1024 x 768 pixels) and the setting of a “non-native” screen resolution is not so noticeable due to the peculiarities of the image output technology.

Reference: The “native” screen resolution is always indicated in the documentation for your display. Almost all modern monitors displays a message on the screen indicating optimal (“native”) settings in case the system is configured to output in a different mode. Also, sometimes the native resolution is indicated in the settings available through the monitor's OSD menu.

What is the actual picture setup like?

Beginning with Windows 7, the system, immediately after installation is completed, tries to configure the most optimal parameters screen(screen resolution, refresh rate and color depth). These parameters can vary greatly, as in various types monitors (LCD monitor or CRT display), and different models even from one screen manufacturer.

Install some additional drivers for video cards and especially monitors in the first stages (immediately after installation operating system) no need. But this does not always happen, unfortunately.

There are times when automatic setting crashes. The OS runs with a screen resolution of 1024 x 768 (and sometimes 800 x 600) pixels. In this case, you can try to configure all the settings manually.

Manually adjusting screen resolution

To change settings displaying an image on the screen you need to do the following:

  1. Press the button " Start", select " Control Panel»;
  2. Enter the section " Design and personalization" and select the command " Setting the screen resolution»;
  3. In the first drop-down list next to “ Screen"The name and model of your monitor must be indicated. If it says " Universal PnP Monitor" or " Universal non-PnP monitor", try selecting your monitor from the drop-down list. If your monitor is not on the list, then further steps are indicated below in the article;
  4. A little lower in the window opposite the inscription “ Permission» Click on the drop-down list and use the slider to set the desired screen resolution. If there is no “native” screen resolution, then most likely your monitor has been identified incorrectly (see point 3 above) or there are problems with setting up the video adapter (for example, the drivers were not installed or were installed incorrectly);
  5. After changing the screen resolution using the slider, you need to click the " Apply»;
  6. After all, you need to click on the “ Save" to confirm the selected new screen resolution or the " button cancel changes" to return to previous settings.

Reference: If you select a screen resolution that is not supported by your monitor, the screen may go blank. In this case, you need to wait a few seconds, after which the original screen resolution will be restored.

Manually adjusting the monitor did not help. What to do?

Usually you need to install drivers for video cards from the manufacturer. They can be found either on disk, if you had one when you purchased the video card, or downloaded from the Internet. It is better to give preference to the website of the manufacturer of your video adapter. From other sites it is very easy to download some malicious program instead of a driver.

Install the driver and reboot. Nothing changed? Then we try to repeat all 6 points that were described above.

Video card drivers are installed, but the picture is not clear

If after all the manipulations nothing helps, then you most likely have in the parameter “ Screen" indicated " Universal monitor (not) PnP" The OS simply doesn't know what resolution your display supports.

In this case, some computer forums and websites recommend trying to install a driver for the monitor. Maybe this helped someone. But more often than not, such drivers simply do not exist. Especially it concerns Windows 7 or newer Windows 8 or Windows 10- monitor drivers are simply not needed for these OSs (especially for older monitor models).

A simple and quick solution to the screen customization problem

The problem is almost always fixed very, very simply. See:

  1. Your video card most likely has two DVI outputs. Try connecting the cord to a different connector;
  2. If the monitor is connected via a DVI-VGA adapter and step 1 does not help, try another adapter. It happens that you come across “inadequate” adapters;
  3. If steps 1 and 2 did not help, you should check or replace the cord;
  4. If possible, you need to get rid of the DVI-VGA adapter altogether. Connect immediately via DVI or HDMI interface, if available on the video card and monitor;
  5. There are even recommendations online to reverse the cord (insert the connector from the monitor into the video card and vice versa). It didn't help me, but it still might;
  6. On the contrary, connect via an adapter DVI-VGA. I had real case, when the video card had 2 outputs - VGA and DVI. IN Windows 10 The monitor was detected only after connecting the monitor via an adapter. Nothing else helped.

After completing each of these six steps, you need to reboot and repeat again manual setting permission if this does not happen automatically.

In 8 out of 10 cases, it is enough immediately after installing the OS not to waste time fiddling with drivers, but to make sure that the whole point is that the OS was unable to automatically detect the monitor model (installed “ Universal PnP Monitor" or even " Universal non-PnP monitor") and complete the last 4 steps.

I noticed that developers have a lot of questions about adapting the application to different screen sizes. In order to be able to provide a link that contains the necessary information, I decided to write this small material. I will consider not only applications for Windows 8.1; the development of Windows 10 UWP applications will also be touched upon.

It is not news to anyone that there are many devices with various sizes and screen resolutions. For a device with a small screen, but high resolution You need an image of a different size and quality than for devices with a larger screen and the same resolution. This is due to the fact that the number of physical pixels of the device does not always coincide with the number of real pixels displayed by the system/application.

The scaling factor is the ratio of the device's actual pixels to those displayed. When calculating this coefficient, the standard distance from which users look at the device screen is also taken into account.
Windows 8.1 apps support three scaling ratios: 100%, 140%, and 180%. U Windows Phone 8.1 applications different coefficients scaling more.
In the Windows Store app emulator, when you change the screen resolution, you can see both the resolution itself and the scaling factor value next to it.

The process of image adaptation is similar to image localization. In order to take the correct version of the image for different resolutions, you need to create 3 folders inside the images folder with the names: scale-100, scale-140, scale-180. Inside these folders we add images with the same names.


If you are going to store all the files in one folder, then you will need to add a postfix to the image files indicating the scaling factor.

Accordingly, you will need to create 3 versions of the image. If your standard image is 200 pixels wide, then to scale 140% you will need to multiply the width by 1.4. That is, you will need to create the same image 280 pixels wide. Well, to scale 180% you will need to have the same image with a width of 200 * 1.8 = 360 pixels.
While the application is running, the optimal image is selected automatically, depending on the user's screen resolution.
If you specify an image file from code, then the following official snippet can help you display a picture of the correct resolution, which, based on the value of DisplayInformation.GetForCurrentView().ResolutionScale, determines the current screen scaling factor:
// need to add namespace Windows.Graphics.Display;
ResolutionScale resolutionScale = DisplayInformation.GetForCurrentView().ResolutionScale;

Uri uri = null;
switch (resolutionScale) ( case ResolutionScale.Scale100Percent: uri = new Uri("ms-appx:///images/scale-100/girl.jpg"); break; case ResolutionScale.Scale140Percent: uri = new Uri("ms- appx:///images/scale-140/girl.png"); break; case ResolutionScale.Scale180Percent: uri = new Uri("ms-appx:///images/scale-180/girl.png"); break ; ) image.Source = new BitmapImage(uri); Using these image scaling capabilities, you can create applications with flexible, non-fixed pixel layouts, for example, using Grid and specifying proportional values ​​as cell sizes - *. Adapting the application layout to the screen size
If your app's content is contained within a Viewbox container element, then when the screen size changes, your content will automatically stretch and scale to fill all available space. In order to
raster images

looked decent at this magnification, it is necessary to add several options of different sizes, as we just looked at. Placing an application inside a Viewbox is one of the proposed options for adapting the application to different screens. Another option would be to hide application elements or resize them. Let's look at working with different application sizes using snap mode as an example. To adapt the application to different widths, it can be imperative to set visibility/invisibility, as well as the width and height of controls in the screen resize event. You can do it something like this:
public MainPage() ( this.InitializeComponent(); this.SizeChanged += MainPage_SizeChanged; ) /// application size change event void MainPage_SizeChanged(object sender, SizeChangedEventArgs e) ( if (e.NewSize.Width< 500) { grdMain.Width = 475; txtField1.Visibility = Visibility.Collapsed; } else { grdMain.Width = 1000; txtField1.Visibility = Visibility.Visible; } } /// ...
But this can be done in small applications in which it will not be difficult for you to go through all the existing controls in the C# code. For normal applications, changes are best appearance store in XAML VisualState states. This way, you can give the designer the ability to comfortably change the layout in Blend. The following example contains the same changes as the previous code:
gferg
Now in the window resize event we can move to the desired state (depending on the current screen size):
void MainPage_SizeChanged(object sender, SizeChangedEventArgs e) ( if (e.NewSize.Width< 500) { VisualStateManager.GoToState(this, "MinimalLayout", true); } else { VisualStateManager.GoToState(this, "DefaultLayout", true); } } // если необходимо определить является ли текущая ориентация устройства книжной или альбомной, то можно использовать сравнение // if (e.NewSize.Width < e.NewSize.Height)
Here, to get the screen size in width and height, we again used the parameter SizeChangedEventArgs e.
At any other time during program execution, the width and height of the visible application window (the so-called effective pixels, which do not depend on the device screen size) can be obtained as follows:
double windowWidth = Window.Current.Bounds.Width; double windowHeight = Window.Current.Bounds.Height;

In addition to effective pixels, there are also raw pixels (English raw - raw, unprocessed) - the real number of pixels on the screen or physical pixels. For example, if the device screen is 1080 pixels wide, then the number of raw pixels will be 1080 horizontally.
To get the physical size of the application window in inches (if for some reason you suddenly need this information), you can use the following trick:

double width = Window.Current.Bounds.Width * (int)DisplayInformation.GetForCurrentView().ResolutionScale / 100;

Windows 8.1 Universal Apps already gave us the opportunity to create our own separate XAML layout for WP and Store. The following screenshot shows two MainPage.xaml files:

In UWP applications, we will have the opportunity to create many XAML files with representations of the appearance of the application and select the desired one, depending on the various factors(screen size, resolution, etc.). Let's try.
Let's create a directory in the project DeviceFamily-Mobile.
Right-click on it and select Add new item
From the options, we need to select XAML View and name our view the same as the name of the view we want to replace. In a simple case this could be MainPage.xaml.
Now the XAML code that we add to the MainPage.xaml file located in the DeviceFamily-Mobile folder will be displayed on mobile devices. On desktops and other devices, the application design from the main MainPage will be displayed.

RelativePanel
Now we have access to a new RelativePanel control, which allows us to create position relationships between its child elements.
For example, the following code: