ref: 3601d9b2393a11dc6819a5cb0e9037e3bc20bd10
parent: 8bc6097e992bfd4122614b9f9d63611b730e01ce
author: Simon Howard <[email protected]>
date: Sun Feb 5 13:57:53 EST 2017
video: Bump default pixel limit to 16M pixels. This is enough to cover both the DCI 4K (4096 × 2160) and UHD-1 (3840 × 2160) 4K monitor standards. This should be okay since 16M * 4 = 64MB of texture RAM; it's rare (according to the Steam hardware survey) to have less than 256MB of RAM nowadays. This is a slight tweak to the fix on #859. It shouldn't make much, if any, visual difference over 1600x1200, but if we can make use of the extra RAM and gain a marginal improvement then I don't see any reason not to.
--- a/src/i_video.c
+++ b/src/i_video.c
@@ -116,7 +116,7 @@
// Maximum number of pixels to use for intermediate scale buffer.
-static int max_scaling_buffer_pixels = 1600 * 1200;
+static int max_scaling_buffer_pixels = 16000000;
// Run in full screen mode? (int type for config code)
--- a/src/m_config.c
+++ b/src/m_config.c
@@ -766,8 +766,8 @@
//!
// Maximum number of pixels to use for intermediate scaling buffer.
// More pixels mean that the screen can be rendered more precisely,
- // but there are diminishing returns on quality. The default limits
- // to a 1600x1200 buffer.
+ // but there are diminishing returns on quality. The default limits to
+ // 16,000,000 pixels, which is enough to cover 4K monitor standards.
CONFIG_VARIABLE_INT(max_scaling_buffer_pixels),
--- a/src/setup/display.c
+++ b/src/setup/display.c
@@ -71,7 +71,7 @@
static int fullscreen_width = 0, fullscreen_height = 0;
static int window_width = 640, window_height = 480;
static int startup_delay = 1000;
-static int max_scaling_buffer_pixels = 1600 * 1200;
+static int max_scaling_buffer_pixels = 16000000;
static int usegamma = 0;
int graphical_startup = 1;