Any Parallel Kingdom players out there? - General Topics

Thought I would put it out there. if anybody plays Parallel Kingdoms and want to have a larger visible area on the map while playing, use a build.prop editor to lower your pixel density (DPI) and you can simulate a high resolution screen.

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Full Screen video on Touch Pro 2

Hey guys,
This has probably been asked many times. I've seen the HD2 play movies face to face, is there a program or a format that can be used on the TP2 to utilize the whole screen and not just show a movie in letterbox format?
This "letterbox format" you speak of is a result of the movies aspect ratio not matching that of your phones screen. Getting it to fill the whole screen should be a scaler setting of whatever video player software you are using.
By default most software is set to maintain the correct aspect ratio while keeping the full frame of the video visible. You want the setting that maintains the aspect ratio but zooms in on the video to fill the entire screen. The name of such a setting is variable between different applications; on Media Player Classic in Windows it is called "Touch Window From Outside", on TCPMP it is called "Fill Screen" and in the Zoom section of the options menu. I've never used any HTC video player application so I cannot help on that end.
With todays standards, there are several Aspect Ratios, though the most well known Aspect Ratios are Widescreen/Letter Box [16:9]/[16:10] and Full Screen/Standard [4:3].
If you wish NOT to download/install other apps to watch a movie in simple Full Screen mode, just make sure the video you want to watch in full screen is atleast 4:3 ratio.

Molecule 3D

Molecule 3D
Application for showing molecules in different stereo modes.
Molecule 3D can show molecules in different stereo modes:
- Anaglyth. For showing molecules it is neccessary to have anaglyth glasses, in which in which instead of lenses inserted special filters for the left eye - red for the right - turquoise.
- Side by Side. Stereo pair represents two images arranged horizontally next to each other.
- Mirror separated. Same as Side by Side, but the images are rotated in the opposite direction.
- Interleaved. This type of stereo pair activated when the application is running on the phone HTC Evo 3D with use of parallax barrier.
The application has a simple and intuitive interface with the following features:
1) standard manipulation of molecules, such as rotation, scaling;
2) it is possible to create wallpaper on the basis of the current image, and creating of screenshots;
3) app has a built-in database consisting of three hundred molecules of different groups. It is also possible to download a file in PDF and SDF format.
Molecule 3D on Google Play: type in searching "Molecule 3D".
Hi there. A direct link to the play store would be nice and also app tags as you can see in the titles of other threads on this forum are nice
Sent from my LG-D415 using XDA Forums

Game Booster working correctly?

Hi, I am just playing around with the settings in gamebooster and have the feeling that something isn't working correctly.
For example:
I edit settings (resolution) of Super Mario Run and save the settings.
Then I reopen the game, but after that I can't press anything in the game (no recognition of touch input)
Then I have to reboot the phone.
Kill the game from Multitask-Windows doesn't help.
Moreover Mario Run is listed as a 120Hz compatible game on Razer homepage. But with 120hz it stutters on my device. Have to set it to 60hz.
Do your game work correctly if you edit settings and reopen the game?
And how do you configure your Game Booster?
I'm using the custom settings and also experience odd behaviour. When switching resolution with summoners war I can't close menus via the x-buttons. They're simply not touchable.
I don't have to restart the phone for changes to take effect.
I did further testing. Yes, the only problem is switching resolution. It only works if the in game booster selected resolution is the same as the resolution in device settings.
Otherwise something is wrong with touch input.
And yes, reboot is not needed after change of game booster settings.
For summoners war only the 1440p resolution works even though I use 1080p as system setting.
So, it seems that some game have problems with resolution change in game booster.
3D rendered games seems so work with a resolution change, but some of my 2D games (like mario run) dont work with a resolution change.
Moreover:
Is antialiasing on, when the slider is on the left (greyed out) or the right (green)? (The description is a bit confusing).
Moreover do you see a optical difference between on and off? I cannot see a difference.

[PUBG] Explananation of Settings USERCUSTOM.ini

Particularly on Android, PUBG Mobile can be quite taxing on the your phone hardware capping framerate and visual quality to the point where it looks and plays absolutely disastrous. Lower framerate limits your reflexes even during the fast and frantic action moments and poor visual fidelity blinds you from detecting your enemy giving you an unfair disadvantage and thus, lowering down your ratings. This guide aims to provide you with a brief explanation of all the settings that you are provided in the game so that you can tinker them as per your needs. Keep in mind that there do exist multiple applications which fulfill the same purpose albeit none of which allow you to tweak settings in the most minute detail that this guide would enable you to.
r.UserQualitySetting
This setting allows you to select from the default performance presets that the game provides you.
Ranges : 1-Smooth, 2-Balanced, 3-HD, 4-HDR, 5-Ultra HD
This setting is dominant which implies that selecting one of the presets would automatically assign predefined levels of quality to texture, shadow, anti-aliasing, ambient occlusion, foliage quality etc.
Set this setting to 0 as smooth in order to finely adjust qualities in the coming settings.
r.UserShadowSwitch
This is a toggle setting which either turns on or off rendering of shadows of all game objects based on your preference. Game objects liable of rendering their own shadows include trees, buildings, bushes, vehicles, debris, player models, zombies and other dominant entities except for grass and other small foliage which disappears (get culled) when the player is beyond a certain range of distance.
Ranges : 0-Turn ON shadow rendering, 1-Turn OFF shadow rendering
r.ShadowQuality
This setting allows changing the quality of the shadows (as said by the name itself) of all game objects. It requires the previous setting to enabled to function as usual.
Ranges :
0-Render Under-Foot Shadows (The shadow is displayed constantly below the game object and does not depend on the position of directional sunlight) (Inherited in Smooth preset)
1-Render Pixelated Shadows (Depends on the position of directional sunlight) (Inherited in Balanced preset)
2-Render Anti-Aliased Pixelated Shadows ((Depends on the position of directional sunlight) (Inherited in HD preset)
3-Render Polygon Shadows (Depends on the position of directional sunlight) (Inherited in HDR preset)
4-Render Anti-Aliased Polygon Shadows (Depends on the position of directional sunlight) (Inherited in Ultra HD preset)
5-Render Fine Shadows (Depends on the position of directional sunlight) (Looks Ultra-Realistic but GPU-Intensive so Try at your own risk)
r.MobileContentScaleFactor
This setting allows you to change in-game resolution. Keep in mind that the game is designed predominantly for screens with 16:9 aspect ratio so people with newer phones may experience some space left unoccupied and left free towards the sides as a placeholder for notification bar and in-display navigation bar. The factor scales both UI and game elements.
Ranges : Varied ranges based on how powerful your phone GPU is
0.75 - 960x540 Lowest sanely possible resolution
1.00 - 1280x720 Reference resolution scale
1.125 - 1440x810 Looks way better than reference resolution scale
1.25 - 1600x900
1.50 - 1920x1080
2.00 - 2560x1440 Useless while upscaled on 1080p displays
r.PUBGLDR
No information about this setting is present as of now. Any help is appreciated.
Framerate Settings
Allows selecting permissible framerate limit at that particular predefined performance preset. The higher the values, the more responsive your gameplay would be. Be aware that any value specified beyond the possible refresh rate of your device display is useless as it would get capped to the highest possible rate of your screen which is 60Hz for most of us. Owners of ASUS ROG Phone and Razer Phone can have fun with ultra-responsive gameplay using this setting by going as high as 90 and 120 respectively.
r.PUBGDeviceFPSLow for Smooth preset Ranges : Define framerate in numbers. (I would select 60 for a responsive gameplay experience)
r.PUBGDeviceFPSMid for Balanced preset Ranges : Define framerate in numbers. (I would select 60 for a responsive gameplay experience)
r.PUBGDeviceFPSHigh for HD preset Ranges : Define framerate in numbers. (I would select 60 for a responsive gameplay experience)
r.PUBGDeviceFPSHDR for HDR and Ultra HD presets Ranges : Define framerate in numbers. (I would select 60 for a responsive gameplay experience)
r.MobileHDR
This setting allows for tweaking high dynamic range color display. It requires a device with a display which is capable of reproducing HDR content. It is set to 0.0 by default which corresponds to the fact that HDR is disabled. You can read more about this graphical fidelity here https://en.wikipedia.org/wiki/High_dynamic_range. No further information about this setting is present as of now. Any help is appreciated.
r.Mobile.SceneColorFormat
This setting allows for tweaking for the display of graphics in specific color palette. It requires a device with a display which is capable of reproducing color image pipeline content. It is set to 0.0 by default which corresponds to the fact that the current graphics correspond to the RGB color palette. You can read more about this graphical fidelity here https://en.wikipedia.org/wiki/Color_image_pipeline. No further information about this setting is present as of now. Any help is appreciated.
r.UserHDRSetting
This setting is redundant if r.MobileHDR is turned off. No further information about this setting is present as of now. Any help is appreciated.
r.ACESStyle
No information about this setting is present as of now. Any help is appreciated.
r.UserMSAASetting
This setting allows for toggling Multi-Sampling Anti-Aliasing for both in-game textures and models. For beginners, this technology aims to reduce jagged edges around objects by creating decreased alpha samples of the pixels at certain boundary threshold as decided by the video game designer.
Ranges :
0 - Disabled MSAA
1 - Enabled MSAA
r.DefaultFeature.AntiAliasing
This setting is enabled by default for tweaking capabilities of FXAA (Fast Approximate Anti-Aliasing) which predominantly uses RAM and is not as taxing as MSAA is. Even this technology reduces jagged edges around objects but the technology is slightly different from the former as this requires almost no processing power but in the downside it also makes the edges looks a bit blurrier.
Ranges :
0 - Disabled FXAA
1 - FXAA enabled. Only texture anti-aliasing.
2 - FXAA enabled. Both texture and model edge anti-aliasing. (2 concurrent samples)
3 - FXAA enabled. Both texture and model edge anti-aliasing. (3 concurrent samples) (Inherited in Smooth preset)
4 - FXAA enabled. Both texture and model edge anti-aliasing. (4 concurrent samples) (Inherited in Balanced and HD presets)
5 - FXAA enabled. Both texture and model edge anti-aliasing. (5 concurrent samples) (Inherited in HDR and Ultra HD presets)
r.MobileMSAA
This setting allows for toggling Multi-Sampling Anti-Aliasing for UI and textures only. This is generally enabled by default and helps making the UI, weapon paintjobs, vehicle stains etc. look more polished and realistically smooth. It is slightly more taxing and GPU intensive than FXAA but it produces nearly sharp results.
Ranges :
0 - Disabled MSAA for UI and texture meshes
1 - Enabled MSAA for UI and texture meshes
r.MSAACount
This setting allows for tweaking Multi-Sampling Anti-Aliasing for UI and textures only by selecting the number of concurrent samples displayed on the screen for a particular UI or texture element at that period of time. Higher values can potentially smooth edges even on a lower rendering resolution. This requires the previous setting to be enabled to function.
Ranges :
0 - Disabled MSAA (UE4 Low Preset)
2 - MSAA enabled. Both texture and model edge anti-aliasing. (2 concurrent samples) (UE4 Medium Preset)
4 - MSAA enabled. Both texture and model edge anti-aliasing. (4 concurrent samples) (UE4 High Preset) (Inherited in Smooth and Balanced presets)
6 - MSAA enabled. Both texture and model edge anti-aliasing. (5 concurrent samples) (UE4 Epic Preset) (Inherited in HD, HDR and Ultra HD presets)
r.MaterialQualityLevel
This setting allows for tweaking the texture quality of certain elements of the game. As of now, PUBG Mobile lets you select from only two presets.
Ranges :
0 - Normal (UE4 Low Preset) (Inherited in Smooth and Balanced presets)
How good are normal quality textures? Certain texture elements are omitted and there is less variety. Stains, mud, rocks etc. textures are repeated more often. Most buildings have single color LOD and meshes. It is fast but not exactly visually appealing. Bullet hole mesh either do not render at all or disappear pretty fast to save GPU memory.
1 - High (UE4 High Preset) (Inherited in HD, HDR and Ultra HD presets)
How good are high quality textures? Lesser texture elements are omitted and there is more variety. Stains, mud, rocks etc. textures are repeated less often making a near photo-realistic experience. Most buildings have single color LOD with detailed stains and meshes. It is slightly slower but more visually appealing. There are different bullet hole mesh renders for different bullet caliber shots with believable depth which disappear a bit slower leaving behind stains to save GPU memory and look realistic at the same time.
This post is a W.I.P. As I go on studying more about these triggers from the Scalability Reference of UE4 engine, I will keep you posted about different functions and their importance. If you are wondering how to use these, you can visit https://tulisae.com/pubgmobile-config-editor/ where you have a detailed and helpful tool of editing the settings file. The common path for the settings file is : Storage/Android/data/com.tencent.ig/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/saved/config/Android/UserCustom.ini. Upload this to the aforesaid link and decode it before editing. Do not forget to encode it back after your edits are complete.
Also, if you are aware of any settings that I have specified about but left undetailed, kindly add them in the comments below. That goes without saying that if you find anything incorrect above, kindly let know of corrections so that they may be addressed soon for the better.
Thank you,
ADInfinity1999
Thread closed as duplicated with https://forum.xda-developers.com/redmi-note-4/how-to/pubg-explananation-settings-usercustom-t3899799

How to play old games with 4:3 aspect ratio on widescreen phones

have some old games that I have been playing for many years. Some of them are not even available in Play Store anymore.
The issue is that some of these games do not adapt well to widescreen; the top par of the game gets cutoff. One game where this becomes an issue is Angry Birds. Sometimes there are structures that are beyond the screen and it becomes difficult to aim for them without being able to see them.
Is there any way to force specific aspect ratio for certain games/apps? I have a rooted Android phone, so am open to suggestions that require root.
no until android support gpu scaling
In rooted devices there are ways to change resolution and aspect ratio with it, but is there way to open a one centrain app (game) in specyfic aspect ratio ( i mean to simulate screen size with black borders in 4:3) without changing whole device resolution?
Is there any way to put black borders in 4:3 ascpect ratio?

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