Using the above settings, the game will run at a resolution of 1920x1080 - many of the menu graphics do not stretch so they will appear with a large black border but once in game this will run as expected.
red alert 2 resolution 1920x1080 origin
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I have Windows 8.1 and uninstalled the KB to allow me to install RA2 and YR. I should have all the EXEs set to Run as Administrator and Windows XP SP3 compatibility. I went into RA2.ini and RA2MD.ini and, following internet instructions, changed the Video settings in both files to this (1920x1080 is the resolution my monitor is set to):
To summarise, GeForce RTX 2080 Ti graphics cards can smoothly run this game, but what Command & Conquer: Red Alert 2 Yuris Revenge screen resolution would you like to run with? While you can get 200+ FPS with 4K Ultra you can increase your frame rate to 200+ FPS in Ultra 1440p and up to 200+ FPS with 1080p. Pricing this on a frame per frame around the graphics cards original price it will cost $0.04 per 1080p Ultra frame. This increases to $0.05 per frame at 1440p Ultra and even more with 4K Ultra at $0.08 per frame.
*CnC ddraw custom screen: This allows for making the appearance of the game vastly different in terms of resolution and scaling display. Personally, I prefer the traditional 4:3 ratio screen scale based on the original 800x600 resolution (from back in the days of square, box screens!), which offers a zoom level that shows a good amount of detail, however on a modern wide screen/monitor this left two black borders; one to either side. All menus are displayed in the same unified way if set to 800x600.
Using the correct settings via CnC ddraw can change this, and the settings may be adjusted as per the user's preferences. I have set the resolution now as standard to scale the original 4:3 to a resolution of 1066x601, meaning the game, as well as loading screens, and all cutscenes now display in Full Screen with No black border either side :) However; by choosing this, the main menu and pause screens are reverted to a smaller size, and positioned toward the top left of the monitor. This is a small issue to do with CnC ddraw, and is nothing to do with me or the mod, and may be fixed in the future by it's developers. A small price to pay in my opinion for the full-screen glory enjoyed in-game. -I have set 1066x601 by default, so if you wish to set a custom resolution without messing with the screen, then open 'ddraw.ini' and set;
Should you wish to admire the higher-res, 2D art in this new package, especially if you run at resolutions lower than 31402160, the combined development forces at Petroglyph Games (made up mostly of Westwood veterans) and Lemon Sky Studios have added a mouse-wheel zooming option. This also lets you tighten the view to match the game's original, cramped perspective, as opposed to the much wider default view (apparently the same as the "C&C Gold" version from 1997).
And my final nitpick about the new graphics is one of taste: the original games' units never lent themselves to remarkable articulation or expansion. The before-and-after results from 2017's StarCraft Remastered are more enticing because their original designs were already full of sci-fi and fantasy flourishes, including bold unit designs, ridiculous sizes, and colorful landscapes. The C&C series sticks mostly to boilerplate jets, tanks, bikes, and Humvees, all drawn against "realistic" backgrounds. Remaining faithful to this aesthetic was certainly the best call, but it didn't leave C&C's remastering team much room to blow non-fans away with this update; Red Alert 2 remains a prettier 2D option, even with its 768p-maximum resolution and serious issues running in Windows 10.
When you crop an image, you remove data from or add data to the original image size to create a different image. Because you are removing or adding data relative to the original image, the concept of resampling loses much of its meaning. That's because the number of pixels per inch can vary based on the number of pixels in the crop selection area. When the number of pixels in the crop area allows, Photoshop tries to keep the same resolution of the original image. This method is considered cropping without resampling. However, when you are not exact about the number of pixels you select, the pixel dimensions and file size changes in the new image.
When you set the physical size of the image in inches in the Crop tool options and you don't change the resolution, the pixel dimensions change. The dimensions change based on the ratio of the number of pixels you drew in the crop selection to the pixel dimensions of the original image. The resolution changes to fit the extra pixels into each inch of the image based on the image's original size.
In this example, Photoshop reduces the image by half of the physical size (from 4 inches square to 2 inches). Photoshop also reduces the pixel dimensions by 50%. The original resolution (100 ppi) is maintained, but it increases to compensate for the extra pixels (8 pixels/inch) added to the crop rectangle.
When you set the pixel dimensions but you do not set the resolution, the resolution stabilizes at the same resolution as the original image. The new physical size is produced to hold the number of pixels specified in the image and per inch. The file size changes because you are changing the pixel dimensions while letting Photoshop stabilize the number of pixels per inch.
Based on the numbers alone, it may sound like a recipe for disaster. The PSP itself only renders at 480x272 - a mere 16 per cent of the full 1920x1080 resolution the PlayStation 3 is capable of. Ready at Dawn's original artwork, in terms of geometry, textures and cinematics would have been optimised specifically for the handheld's miniscule res - so how can the games possibly work at "full HD" without looking rather ridiculous in the way that the original Splinter Cell HD remake demonstrates quite spectacularly?
The new God of War Collection actually has the ability to run at three different resolutions, depending on how the PlayStation 3's XMB is set. If you have 1080p engaged, both Chains of Olympus and Ghost of Sparta will default to a full 1920x1080 framebuffer. The developer could have downscaled this for 720p users in order to provide supersampling anti-aliasing (Sacred 2 follows this approach) but instead opts for native 1280x720, resulting in a more consistent frame-rate. Finally, both games also support stereoscopic 3D, with 720p per eye packed into the usual HDMI 1.4 format. 2ff7e9595c
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