![]() ![]() Vscale_mode - Changes how the image is scaled to the screen. Another example is if you want to switch your video_mode (screen resolution) on the fly for various reasons, or if you want to switch your vsync_adjust option on the fly. You may want to use a vscale_border setting just for Game Gear games, so you can set up an alternate MiSTer INI file by copying your current MiSTer.ini and renaming it to MiSTer_alt_1.ini, editing the vscale_border option just in that one will allow you to apply a border to Game Gear games on the fly. For example, the Sega Master System core which also supports Game Gear games. ![]() This is useful for things like hybrid cores that can play multiple systems. The naming scheme of the Alternate MiSter INI files is important, see the table below for the naming scheme and the corresponding hotkeys. Hotkeys are preferred however as the screen may become unusable if there is an incompatibility. You can also switch to Alternate MiSTer INI files in the OSD by pressing left to get to the Misc Options screen and selecting the desired INI. You can use hotkeys to switch to the alternate MiSTer INI files on the fly. By default when your MiSTer boots, it will load MiSTer.ini from the root of your MicroSD card (or in /media/fat/ if you are looking at the MiSTer remotely or from the terminal over the network). ini files in total ( MiSTer.ini and 3 alternate INI files). Alternate MiSTer INI filesīefore we get started, let's explain how the Alternate MiSTer INI files can work. Then we'll describe some core-specific settings that can be used for core exceptions only. We'll go over each of the Global settings here and then show you how to make exceptions for those global settings for each core. The MiSTer.ini configuration file contains global settings and is capable of storing core-specific settings for the MiSTer. Developer Reference Developer Reference.INI Settings INI Settings Table of contents.Advanced Configuration Advanced Configuration.Common Core Features Common Core Features.Inside Public/player.css add on line 54 (inside the video class) object-fit: fill this will allow the video to stretch inside the video container which is the same size as the instance’s viewportĪ lot of scouring into the signalling server code went into this, and I hope this fix helps people for the time being until the right commands are in. One change in the CSS will allow for the video to be stretched to fill the screen and therefore counter the distortion caused by the video. Currently, if you have the window resizing, the video is distorted as its trying to fit its original aspect ratio. That way it sets the style of the video container to be the size of our window However, this issue actually helps us as we want the outcome of videoAspectRatio to be NaN. This doesn’t work as the video element has to be referenced using an index so using Height would actually get the video height. Inside app.js line 1140 it calculates the video’s aspect ratio by grabbing the video element and getting its size. ![]() Currently there is a bug in calculating the size of the video in the frontend of the pixel streaming.In order for the r.SetRes command to work, the unreal instance must be in windowed mode so make sure to add the -Windowed parameter on your game’s shortcut.Its a bit of a hack but an easy one to do! Incase anyone else is here looking for a solution I’ve found out a few things that might be able to help you until these commands are back in. Has anybody experienced the same issue? That the “Video” does not match the App’s resolution? It looks like from 4.26 → 4.27 there was a edit of somethings that checked and updated the streamed video size based on the App’s resolution, which is now missing.Įdit: I think this is the same problem as described in this thread: Can't change video resolution in PixelStream Also the “Match Viewport Resolution” option is not working at all. I also checked via the default SignallingServer implementation, where you can look at some stats and the resolution indeed stays the same. Since 4.27, the resolution of the App is changed, but the Video that is being streamed to the Browser maintains it’s former resolution. This commands works like it is supposed to (inner implementation inside the UE4 is just to change resolution based on the values provided). When accessing my PixelStreaming Application via browser, the App’s resolution is set to match the Browser’s resolution via command emitUIInteraction() I came upon an issue since using version 4.27. Hello, I am a long time user of PixelStreaming. ![]()
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