Powered by Jitbit .Net Forum free trial version.

HomeSunless Sea

A game of survival, trade and exploration in the universe of Fallen London

Retina display? Messages in this topic - RSS

lagagne71
lagagne71
Posts: 4

3/22/2015
Hello guys, just bought the game and I love the design and atmosphere so far! I'm just a bit annoyed by the "blurry" aspect of the game on a retina macbook. Are there any plans to support this in the future?
Thanks!
0 link
Jason Robinson
Jason Robinson
Posts: 1

9/24/2015
I can help!
What’s Happening:
I’ve run into this problem with several Steam games, actually. The issue is that OS X doesn’t actually report Retina displays at their full resolution; for example a 2880x1800 display is reported to apps as 1440x900 — this is why Retina-ready apps look *sharper* rather than *really, really tiny*.

This is all accounted for when apps are developed with native OS X code… but many games are ported to run on multiple platforms and all they see is the halved (technically, quartered) display resolution — the higher resolutions don’t even appear in the list of selectable options, because the game’s video systems can’t see all the pixels in the panel; they instead see what the OS is reporting.

Solution:
Before launching the game, you need to set the OS X display resolution to the full resolution of the panel (2880x1800 for a 15" rMBP; 2560x1600 for a 13"). This requires a bit of trickery, because OS X doesn’t allow you to this in the normal displays preference pane (very reasonably, because when you do this, everything becomes laughably small).

It’s possible to do this from the command line, but there are several utilities that make it easier. Here are two of them; I’ve used both to successfully run Sunless Sea (as well as Pillars of Eternity and other Mac Steam games) at glorious full-Retina resolution:

Resolutionator (http://manytricks.com/resolutionator), $3 — (my favorite)
QuickRes (http://quickresapp.com), $4.99

Use the utility to set the resolution to max, then open the game. The high resolution will now be properly detected and appear in the Video Settings panel within the game’s menu. (With Sunless Sea, I had to switch to a medium resolution, then to the higher one before it stuck.) Launch the game to test; you should have crisp text, a tiny UI, and lots of beautiful scenery at a high resolution.

After you quit the game, use the utility to set the OS resolution back to default. (Both apps mentioned above support hotkeys, which makes switching pretty painless.)

You'll have to manually switch OS resolutions each time you play, but the game will remember its own video settings from that point on.

Here are two full-res screenshots from my 15" Retina MBP, to give you an idea of what to expect. Download the images and view them in Preview on a Retina Mac. (You may have to view at 50% size.)

http://jasonrobinson.net/interstitial.png
http://jasonrobinson.net/gameplay.png




  • edited by Jason Robinson on 9/24/2015
  • +2 link
    Guy Scrum
    Guy Scrum
    Posts: 197

    10/12/2015
    Unfortunately, I don't think there's any way around this problem from the user's side. The in-game text will have the same level of pixelation even if you manage to get Sunless Sea to run at 2560 x 1600; it'll just be smaller so you'll need to squint. Failbetter could in principle fix the problem by increasing the font size, along with all other interface elements, when the screen resolution increases. Or, in case that isn't difficult enough to implement, they could render the Gazetteer in a separate layered window at the user's native resolution while the game is rendered underneath at some different gameplay resolution. That'd be super slick, but I doubt it'd even be possible in the Unity engine. [edit] Or they could use a sans-serif font, which would be easier on the eyes after pixelation. [/edit]

    It's kind of a bummer. I come back to Sunless Sea every once in a while because I want to read more of the story, but I end up quickly leaving because the actual reading of the story is decidedly unpleasant.
    edited by Guy Scrum on 10/12/2015

    --
    http://fallenlondon.storynexus.com/Profile/Guy%20Scrum
    Interactive fidgeting writer simulation
    +1 link




    Powered by Jitbit Forum 8.0.2.0 © 2006-2013 Jitbit Software