» Tue May 29, 2012 7:12 am
Also note... There are "Custom sizes", for wide-screen across multiple monitors. 6144x1024 (2048x1024, x3)
The formats relate to two things...
Screen Ratio, which determines LxW... and Cross-Vector filling... (Related to pushing colors down X-rows and Y-Columns, the "Vectors" of a screen, related to a sub-processor's ability to send simultaneous bits/bytes to groups of chips, which handle segments of rows.)
Since monitors are no longer tubes, passing 1-2 lines down a tube, at a phosphorescent screen... They now have to send data in "chunks", simultaneously, to groups of chips... One chip handles 8, or 10, or 12, or 16 or 32, or 64 rows at once. Larger screens are actually many smaller screens, linked by these rows, and columns. Most TV's are controlled by two-segments (left/right), with about 64 rows. EG, the 1600 is 25 rows, and two halves of 1280 with 60 columns (One column for each color R, G, B. or new TV's R, G, B, Y... or True-colorTV's C, M, Y, K).
Unfortunately, the game itself has no "SCALE RATIO", so if your people are tall and thin, you can "Fake" a smaller width than your actual monitors width, which will turn them back into normal-sized people.
EG, If a circle looks like an oval, your scale-ratio is off... (Pixels are not squares, problem #1. The other problem is that some pixels are more wide than others, from various manufactures. Leads to distorted 3D shapes. Normally games have some form of "scale-ratio" correction code. Known as reading the Twips, or pixels-per-inch, "TwipsPerPixelX and TwipsPerPixelY", and adjusting the game to be "square" or "True". This is something that Bethesda does not do, and why characters are short and pudgy on one screen, and tall and slender on another screen.)