12-22-2011, 12:00 AM
Hello. Long post, sorry. I would like to request an expansion of the fullscreen aspect ratio option in PCSX2 to properly display certain PS2 games with non-standard aspect ratios.
This issue has been mentioned before in the following threads but I would like to explain it more in detail because I am not sure if everyone understands what is happening.
http://forums.pcsx2.net/Thread-Custom-as...ght=aspect
http://forums.pcsx2.net/Thread-Aspect-Ra...ght=aspect
The PS2 was designed to display a 4:3 aspect ratio for television viewing. Any PS2 game with additional 16:9 support basically compressed the 4:3 image so that the game would have non-distorted dimensions when the 4:3 signal was stretched out by a widescreen television. So PCSx2 has two main aspect ratios that it supports in fullscreen which are 4:3 and 16:9. It also has the ability to stretch the image to the aspect ratio of your current display resolution.
However, while outputting in 4:3, certain PS2 games were actually designed to be viewed in non-4:3 and non-16:9 aspect ratios. This was done with letterboxing (horizontal black bars) and was almost certainly done for performance issues. The letterboxes can be of different sizes depending on the game. This information has to be located somewhere on the game disc. Due to overscan I imagine a lot of users never even noticed them. They are much easier to notice on modern televisions/displays.
I don't have many PS2 games but of the 20 or so I tested the following had some form of letterboxing.
Final Fantasy X International (NTSC JP)
Final Fantasy X-2 International (NTSC JP)
Shining Force Neo (NTSC US)
Shining Force EXA (NTSC US)
I am fairly certain the US versions of FFX and FFX-2 also have letterboxing IIRC. None of these games natively support a 16:9 aspect ratio.
When PCSX2 uses the 4:3 option for fullscreen or windowed mode with these games it does not show the letterboxing or match the wider than 4:3 aspect ratio for which these games were designed. This results in the images being stretched vertically which is most obvious when observing that all the circles and squares have become narrower and are not equidistant from their centers.
Here are comparison pics from a PS2 running on an HDTV. I had difficultity keeping the camera in the exact position but the differences in aspect ratios should be obvious when compared to the baseline pic of a game that uses the full 4:3 aspect ratio. Look at the difference between the bottom Sony logo and the bottom of the game screens.
4:3 Baseline
[Image: baselineps2talesoftheab.th.jpg]
FFX International
[Image: finalfantasyxinternatio.th.jpg]
FFX-2 International
[Image: finalfantasyx2internati.th.jpg]
Shining Force EXA
[Image: shiningforceexaps2.th.jpg]
Shining Force Neo
[Image: shiningforceneops2.th.jpg]
Now compare these to the PCSX2 pics. The PCSX2 images are narrower than the original PS2 pics. The sphere in the two FFX-2 pics is the best example I see.
FFX International
[Image: finalfantasyxinternatio.th.jpg]
FFX-2 International
[Image: finalfantasyx2internatik.th.jpg]
Shining Force EXA
[Image: shiningforceexapcsx2.th.jpg]
Shining Force Neo
[Image: shiningforceneopcsx2.th.jpg]
To display correctly the PCSX2 pics need to be stretched wider than a 4:3 aspect ratio but we need to know the actual aspect ratio that was used by the developers to be accurate.
The native resolution for FFX and FFX2 are both 512x416. This is a 1.233~ aspect ratio which is narrower than a 4:3 (1.333~) aspect ratio so native resolution was no help. FMVs are often compressed and then stretched out when displayed to save space so I couldn't use them either.
So the only two ways I can think of getting the actual intended aspect ratio is by finding the actual letterboxing data on the game discs or by running a PS2 through a device that can take screenshots of the original signal and then count up the viewable pixel dimensions to get the aspect ratio. I have no such device.
If this information can be found on the game discs PCSX2 could then modify its "Standard (4:3)" option to automatically use the originally intended aspect ratio for any game that uses non-standard aspect ratios.
Another option would be to allow a custom aspect ratio field that works in fullscreen and windowed mode where the horizontal and vertical resolutions or the floating point value of the aspect ratio can be entered. Remember for square-pixel games, (HorizontalResolutionX) / (VerticalResolutionY) = (Aspect Ratio).
640 / 480 = 1.333~ = 4:3
1280 / 720 = 1.777~ = 16:9
ResX / ResY = Decimal Aspect Ratio = ResX:ResY
The second option would be useful in that it would allow any potential game to have the correct aspect ratio in fullscreen without needed additional coding in PCSX2 but it is less user friendly. It would also require a list of the PS2 games which have non-4:3/16:9 aspect ratios with the actual values.
For example, someone takes a progressive scan game (Game X) and uses a video capture card to get the actual viewable resolution which is 640x450.
Game X
640 / 450 = 1.422~ = 640:450 = 64:45 (Reduced Ratio/Fraction)
They could then enter the data in custom aspect ratio fields which PCSX2 would then use instead of the 4:3 or 16:9 aspect ratio.
"Enter Horizontal and Vertical Resolution of game or decimal form of aspect ratio"
"Horizontal Resolution [] Vertical Resolution [] or Decimal AR []"
When one side of the field is filled out PCSX2 could then calculate the other side for the user.
"Horizontal Resolution [640] Vertical Resolution [450] or Decimal AR [1.4222222]"
Please ask if you have any questions. I am unsure how well I explained everything and I would be happy to help if I can. Thank you.
This issue has been mentioned before in the following threads but I would like to explain it more in detail because I am not sure if everyone understands what is happening.
http://forums.pcsx2.net/Thread-Custom-as...ght=aspect
http://forums.pcsx2.net/Thread-Aspect-Ra...ght=aspect
The PS2 was designed to display a 4:3 aspect ratio for television viewing. Any PS2 game with additional 16:9 support basically compressed the 4:3 image so that the game would have non-distorted dimensions when the 4:3 signal was stretched out by a widescreen television. So PCSx2 has two main aspect ratios that it supports in fullscreen which are 4:3 and 16:9. It also has the ability to stretch the image to the aspect ratio of your current display resolution.
However, while outputting in 4:3, certain PS2 games were actually designed to be viewed in non-4:3 and non-16:9 aspect ratios. This was done with letterboxing (horizontal black bars) and was almost certainly done for performance issues. The letterboxes can be of different sizes depending on the game. This information has to be located somewhere on the game disc. Due to overscan I imagine a lot of users never even noticed them. They are much easier to notice on modern televisions/displays.
I don't have many PS2 games but of the 20 or so I tested the following had some form of letterboxing.
Final Fantasy X International (NTSC JP)
Final Fantasy X-2 International (NTSC JP)
Shining Force Neo (NTSC US)
Shining Force EXA (NTSC US)
I am fairly certain the US versions of FFX and FFX-2 also have letterboxing IIRC. None of these games natively support a 16:9 aspect ratio.
When PCSX2 uses the 4:3 option for fullscreen or windowed mode with these games it does not show the letterboxing or match the wider than 4:3 aspect ratio for which these games were designed. This results in the images being stretched vertically which is most obvious when observing that all the circles and squares have become narrower and are not equidistant from their centers.
Here are comparison pics from a PS2 running on an HDTV. I had difficultity keeping the camera in the exact position but the differences in aspect ratios should be obvious when compared to the baseline pic of a game that uses the full 4:3 aspect ratio. Look at the difference between the bottom Sony logo and the bottom of the game screens.
4:3 Baseline
[Image: baselineps2talesoftheab.th.jpg]
FFX International
[Image: finalfantasyxinternatio.th.jpg]
FFX-2 International
[Image: finalfantasyx2internati.th.jpg]
Shining Force EXA
[Image: shiningforceexaps2.th.jpg]
Shining Force Neo
[Image: shiningforceneops2.th.jpg]
Now compare these to the PCSX2 pics. The PCSX2 images are narrower than the original PS2 pics. The sphere in the two FFX-2 pics is the best example I see.
FFX International
[Image: finalfantasyxinternatio.th.jpg]
FFX-2 International
[Image: finalfantasyx2internatik.th.jpg]
Shining Force EXA
[Image: shiningforceexapcsx2.th.jpg]
Shining Force Neo
[Image: shiningforceneopcsx2.th.jpg]
To display correctly the PCSX2 pics need to be stretched wider than a 4:3 aspect ratio but we need to know the actual aspect ratio that was used by the developers to be accurate.
The native resolution for FFX and FFX2 are both 512x416. This is a 1.233~ aspect ratio which is narrower than a 4:3 (1.333~) aspect ratio so native resolution was no help. FMVs are often compressed and then stretched out when displayed to save space so I couldn't use them either.
So the only two ways I can think of getting the actual intended aspect ratio is by finding the actual letterboxing data on the game discs or by running a PS2 through a device that can take screenshots of the original signal and then count up the viewable pixel dimensions to get the aspect ratio. I have no such device.
If this information can be found on the game discs PCSX2 could then modify its "Standard (4:3)" option to automatically use the originally intended aspect ratio for any game that uses non-standard aspect ratios.
Another option would be to allow a custom aspect ratio field that works in fullscreen and windowed mode where the horizontal and vertical resolutions or the floating point value of the aspect ratio can be entered. Remember for square-pixel games, (HorizontalResolutionX) / (VerticalResolutionY) = (Aspect Ratio).
640 / 480 = 1.333~ = 4:3
1280 / 720 = 1.777~ = 16:9
ResX / ResY = Decimal Aspect Ratio = ResX:ResY
The second option would be useful in that it would allow any potential game to have the correct aspect ratio in fullscreen without needed additional coding in PCSX2 but it is less user friendly. It would also require a list of the PS2 games which have non-4:3/16:9 aspect ratios with the actual values.
For example, someone takes a progressive scan game (Game X) and uses a video capture card to get the actual viewable resolution which is 640x450.
Game X
640 / 450 = 1.422~ = 640:450 = 64:45 (Reduced Ratio/Fraction)
They could then enter the data in custom aspect ratio fields which PCSX2 would then use instead of the 4:3 or 16:9 aspect ratio.
"Enter Horizontal and Vertical Resolution of game or decimal form of aspect ratio"
"Horizontal Resolution [] Vertical Resolution [] or Decimal AR []"
When one side of the field is filled out PCSX2 could then calculate the other side for the user.
"Horizontal Resolution [640] Vertical Resolution [450] or Decimal AR [1.4222222]"
Please ask if you have any questions. I am unsure how well I explained everything and I would be happy to help if I can. Thank you.