3 | | The only technical problem with AR correction right now is that the engines can’t communicate the correct PAR to OSystem, and criezy is working on this. The correct PAR for DreamWeb (and a few SCUMM game versions) is 1:1. The correct PAR for almost all the 320x200 VGA games—and this is where the aspect ratio correction functions correctly—is 5:6. The NES version of Maniac Mansion is different than both of these and has a PAR of something like 8:7. This isn’t a “pros and cons” thing, unless you’re talking about how low-DPI monitors can’t interpolate without visible smearing. By default, AR correction fixes more games than it breaks now, and once PAR is communicated, turning AR correction off will result in image distortion 100% of the time. |
| 3 | The only technical problem with AR correction right now is that the engines can’t communicate the correct PAR to OSystem, and criezy is working on this. The correct PAR for DreamWeb (and a few SCUMM game versions) is 1:1. The correct PAR for almost all the 320x200 VGA games—and this is where the aspect ratio correction functions correctly—is 5:6. The NES version of Maniac Mansion is different than both of these and has a PAR of something like 8:7. This isn’t a “pros and cons” thing, unless you’re talking about how low-DPI monitors can’t interpolate without visible smearing. By default, AR correction fixes more games than it breaks now, and once PAR is communicated, turning AR correction off will result in image distortion 100% of the time. Given this, it makes way more sense for it to be on by default than off. |