Thursday, September 13, 2018

Scaling HUD with variable resolution


I'm unsure as to what people prefer when it comes to HUDs, and scaling them. What would you say is the best practice when it comes to sizing the HUD? I'm thinking there's really two options: Scale up, or use the same area (in pixels) to display it on a higher resolution.


The problems I see with each are with scaling, I may have a huge blurry mess in the corner, but if I don't, it could be hard to see from a distance. Any guidance?



Answer



If you're making a PC game you may want to consider giving the player control over UI scaling themselves. For instance most MMOs allow the user to add a UI scale to make everything bigger. This is because the dpi of a PC's display can differ heavily from person to person. Some players like everything to be tiny, but many other players will be physically unable to read the text at that scale. If your HUD can be deconstructed as multiple "windows" you can probably scale each window seperately, while attaching it to the correct point on the screen (bottom middle, upper left, etc).



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