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I've attached a composite of screen shots to illustrate the problem. At 10-o'clock I have an unscaled, 640x480 frame from the game. At 1-o'clock I have an ACTUAL SIZE detail of Arthur (for comparison). At 6-o'clock I have an unscaled, 640x480 frame from the Options screen...

...What's happening to the Options screen?

My best guess is that for Quicktime & static graphic content, the scaling is being computed based on screen height, but for Resource content (fonts, checkboxes, etc.), the scaling is (erroneously) being computed and positioned based on screen width.

My display is UHD (3840x2160).
The game screens are being properly scaled from 640x480 (the game's data) to 1880x2160 (my display). That's a 450% scale factor (=2160/480).
But it appears that the Options screen's, Resource elements may be getting scaled by 600% (=3840/640) instead of by 450% (=2880/640).
I can easily imagine that Windows is queried for screen width and it (correctly) returns 3840 pixels, and then the Resource scaling and positioning is being (incorrectly) computed based on that.

...This is all pure speculation on my part, of course.

Is there a workaround for this problem?

Warm Regards,
Mark.
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markfilipak: I've attached a composite of screen shots to illustrate the problem. At 10-o'clock I have an unscaled, 640x480 frame from the game. At 1-o'clock I have an ACTUAL SIZE detail of Arthur (for comparison). At 6-o'clock I have an unscaled, 640x480 frame from the Options screen...

...What's happening to the Options screen?

My best guess is that for Quicktime & static graphic content, the scaling is being computed based on screen height, but for Resource content (fonts, checkboxes, etc.), the scaling is (erroneously) being computed and positioned based on screen width.

My display is UHD (3840x2160).
The game screens are being properly scaled from 640x480 (the game's data) to 1880x2160 (my display). That's a 450% scale factor (=2160/480).
But it appears that the Options screen's, Resource elements may be getting scaled by 600% (=3840/640) instead of by 450% (=2880/640).
I can easily imagine that Windows is queried for screen width and it (correctly) returns 3840 pixels, and then the Resource scaling and positioning is being (incorrectly) computed based on that.

...This is all pure speculation on my part, of course.

Is there a workaround for this problem?

Warm Regards,
Mark.
I have a Parallels Desktop VM set up on my 4k iMac and I've had scaling issues across a number of games, including this one. I don't know that there is any game-specific solution to be honest. Certain types of screens and menus in games are just not affected if you tell Windows to allow the application to control the scaling. I noticed also that if you try to talk to someone in the game the text in the chat bubble was enormous, and cut off too, because of the scaling. It wasn't really playable like that for me...

The only option I've found that works best across all games, at least for me, is to use a scale of 100% in Windows and reduce the resolution on the monitor to compensate, otherwise everything will be super-tiny. That's also the default behavior of Parallels Desktop if you tell it that you want to use a VM for gaming, probably because they know about these kinds of issues in games. The downside is that if you're used to sharp text and graphics throughout Windows and other apps, things would look a little blurry. :-(