Source stretch to screen

Primula

New Member
Like with the Game Source 'Stretch to Screen' option, it would be nice to have this available for all types of sources.
Currently, it's only possible to 'Fit to Screen' for other sources.

Also, a suggestion off-topic from this:
Remove the size limitation from the 'Sub-Region' on a source's properties, currently the minimum size is 32x32.
I would like to make a source sub-region on some text within in a window and the height of that text is lower than 32 so a second line of text appears within the source of which I do not want.
 

Krazy

Town drunk
Fit to Screen and Stretch to Scene do the same thing, do they not? One is just specific to Game Capture because of how it works.
 

Muf

Forum Moderator
Fit to screen is the best option. If you are having problems with fit to screen, it means your base resolution is set incorrectly. Your base resolution should always be the same aspect ratio as your primary source (which is usually your monitor).

If you insist on incorrectly stretching to screen instead of fitting to screen, you can hold shift while sizing sources to override the aspect ratio.
 

Primula

New Member
No they're not the same.
(I'm referring to 'Stretch' with 'Ignore Aspect Ratio' checked, honestly don't understand why it has that instead of 'Stretch' and 'Fit' considering 'Stretch' means to ignore AR where as 'Fit' means to preserve AR in most applications >-<)
Sorry I wasn't clear with that in my first post.

Here's a scenario to help you understand this issue for why I need to ignore aspect ratio
Base Resolution: 1920x1080
Downscale: 1.50 (1280x720)
Image A Size: 640x360
Image B Size: 800x600

  • It's possible to make Image A fill the entire stage without difficulties using 'Fit to Screen' because it has an aspect ratio of 16:9, the same as the stage.
  • However, Image B is unable to fill the entire stage with the option 'Fit to Screen' as it has an aspect ratio of 4:3 instead so it would cause vertical black borders, to remove those black borders you'd have to scale the image which would cause the image height to be larger than the stage height.

Changing the stage resolution would not resolve this issue considering Image A will then not be able to fill the stage if the resolution were to be changed to a 4:3 ratio.


I didn't know about the shift-click to ignore aspect ratio, thank you!
 

Muf

Forum Moderator
I suppose you like your circles to become ovals, squares to become flat rectangles, and people to become fat. Your viewers will not. If you have an AR mismatch that you cannot solve any other way, I suggest making some fancy art to fill up your black borders. When I show my 16:9 webcam inside my 16:10 base canvas, I use some generic SC2 themed / generic QL themed background to fill up the borders.

Unless you have a good reason why you want to deform your picture geometry?
 

Primula

New Member
800x600 was quite a drastic example.
I'm using images which have a height/width difference of no more than 10% or so from the stage scale, the borders are more noticeable than the distortion in quality.

You can't really assume the viewers would find the distortion unacceptable in all scenarios, it really depends on the image you're using.
A ball - Sure, the distortion is pretty obvious for obvious reasons.
Anime fanart - Proportions are dependant on the artists interpretation, distortions are not very noticeable when there are many different styles of such art.
A distorted pattern - Well..

Though obviously, 4:3 to 16:9 is never really acceptable but again, my changes are not as drastic as my previous example.
 

R1CH

Forum Admin
Developer
It's an imperfect solution though no matter what you do. If you stretch your images, eg from 16:10 to 16:9, not only are you degrading your stream quality, you're also breaking it for all those people who DO use a 16:10 monitor, and giving them black bars AND a distorted image. It's really best to just leave everything at the source aspect ratio and let the viewers deal with the consequences.
 

Primula

New Member
R1CH said:
It's an imperfect solution though no matter what you do. If you stretch your images, eg from 16:10 to 16:9, not only are you degrading your stream quality, you're also breaking it for all those people who DO use a 16:10 monitor, and giving them black bars AND a distorted image. It's really best to just leave everything at the source aspect ratio and let the viewers deal with the consequences.

I'm not sure what you're on about honestly.
Someone watching a 16:9 stream on a 16:10 monitor is going to see black bars anyway no matter the aspect ratio of the sources used in the stream. 16:10 sources are not magically going to make the stream 16:10 if it's set to 16:9.

If I had 16:10 images, I would much prefer to scale them down to 16:9 rather than having to change my stream to 16:9 because most games I play do not have support for 16:10. So basically it's, which would you rather distort (or have black borders around)?

There's a unnoticeable amount of quality loss if you scale an image from 16:10 to 16:9 unlike if you were to scale up an image instead because of lack of colour information. The only real effect on the image would be distortion in proportions which as I mentioned above, the impact of such is all dependant on the image you're using.

If the quality loss (not proportion difference, just colour reduction on complex images) causes a noticeable difference in quality when rescaling in OBS, you could just do the resizing in something like Photoshop instead which attempts to preserve that quality which would otherwise be lost.
 

R1CH

Forum Admin
Developer
I have a 16:10 monitor. If you scale your images to 16:9, not only do I now have distorted images, but I also have black bars. If you believe most of your viewers are using 16:9 and really care about black bars, then you should be the one to take the "unnoticeable amount of quality loss" and run your games at a 16:9 resolution, eg 1600 x 900 instead of 1680 x 1050, rather than impacting all your viewers.
 
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