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TalonKaine
May 7th, 2020, 16:08
Greetings Gamers,

I've been waiting for an update to fix the resolution issues with FG Unity before I started to use the program, however, it seems there isn't one. My classic FG is crisp and sharp. So I have a question. Everything in Unity appears blurry or distorted from the dice, text, and character sheets. I asked my buddy if he has the same issue, and he does as well. I've attached a screenshot of the dice to show what I'm talking about. 34998

I use Win10. I have a 1920x1080 resolution with a 100% scale in my windows display settings. There does not appear to be any resolution settings within FG Unity. I know there is a ScaleUI option. Which I used. But it makes things larger or smaller but the blurry text, dice, and images still remain.

Is this normal for Unity? Or is there anything I can do to fix this issue?

Thanks in advance for any who help.

LordEntrails
May 7th, 2020, 16:54
This has been reported and is known. It is being worked on. Their are some font and related changes coming in the next update (expected today). Don't know if it will resolve this issue or not, but hopefully will make some improvements in it.

pindercarl
May 7th, 2020, 16:59
This has been reported and is known. It is being worked on. Their are some font and related changes coming in the next update (expected today). Don't know if it will resolve this issue or not, but hopefully will make some improvements in it.

The upcoming release will address fuzzy text at a UI scale of 100%. It will be improved at other scales, but to make it pixel perfect at scales other than 1:1 will require some additional work that is outside the scope of the text rendering. I have also updated the dice to match Fantasy Grounds Classic. I do not know if the dice changes it will make it into the next release or the release following.

LordEntrails
May 7th, 2020, 17:03
The upcoming release will address fuzzy text at a UI scale of 100%. It will be improved at other scales, but to make it pixel perfect at scales other than 1:1 will require some additional work that is outside the scope of the text rendering. I have also updated the dice to match Fantasy Grounds Classic. I do not know if the dice changes it will make it into the next release or the release following.
Great to hear. I was hoping :)

stevica
June 3rd, 2020, 22:10
it’s still blurry and tiny

Surge
June 3rd, 2020, 22:57
Areas have certainly improved for me in terms of blurry text. The dice being the most notable improvement.

However I too am still seeing some pretty bad blurring of text, especially along the hotbar. See my post sharing my experience of it linked below:

https://www.fantasygrounds.com/forums/showthread.php?58221-Weird-Font-Aliasing

I think Smiteworks are aware though, and appreciate that it is a real issue in such a text heavy programme.

pindercarl
June 3rd, 2020, 22:57
it’s still blurry and tiny

Fantasy Grounds uses fixed pixel sizes for the UI, i.e., it does not automatically scale to match your resolution. If you are running a high resolution display, try using the scaleui command in the chat window. For example "/scaleui 150" will scale the UI to 150%. The accepted ranges are 50 to 200.

Surge
June 3rd, 2020, 23:00
Fantasy Grounds uses fixed pixel sizes for the UI, i.e., it does not automatically scale to match your resolution. If you are running a high resolution display, try using the scaleui command in the chat window. For example "/scaleui 150" will scale the UI to 150%. The accepted ranges are 50 to 200.

Hi Carl,

I appreciate that that would explain small text. I'm guessing not the blurriness though, right? I don't know anything about the matter to make comments other than I am seeing some odd blurring of text (eg. https://i.imgur.com/omsOoPR.png)

LordEntrails
June 3rd, 2020, 23:04
it’s still blurry and tiny
I think you are going to have to give us more details in order for the devs to be able to act upon your experience. Please see https://www.fantasygrounds.com/forums/showthread.php?51687-How-to-Report-Issues-Bugs-and-Problems

They will also need to know things like screen resolution, scaleui setting, and any windows scale settings etc.

LillySprout
June 13th, 2020, 23:40
It seems like part of the issue is that the font is being downscaled somewhere in the rendering image, even at scaleui 100. As an example, my group is using our own custom font extension, using Fira Sans font at 18 pts for chat messages. However, as you can see in the below screenshot, the font as actually rendered is slightly fuzzy, which seems to be due to the fact that it's actually rendering as significantly smaller than 18 pt. Is this intended behavior (That some sort of universal scaling is applied outside of scaleui such that text is downsized from it's stated pt size?)

36846

Edit: To make sure it's clear:
Windows UI scaling is at 100% (default)
FG scaleui is at 100
My resolution is 2560x1440 (though all members of my group are experiencing the same issue)
The font is set to 18 pt Fira Sans Regular, the same font being previewed on the right in that screenshot. Exact xml snippit is
<font name="chatfont">
<ttf name="Fira Sans" size="18" file="graphics/fonts/FiraSans-Regular.ttf"/>
<color value="#261A10"/>
</font>

damned
June 14th, 2020, 02:51
Arre FGU fonts in pt or px? px tend to be significantly smaller than pt. Can you try a larger number?

LillySprout
June 14th, 2020, 03:25
I mean, I'm happy with the size as is right now, that's not really the issue - I chose 18 based on trial and error to get it to the size where I liked it. But it's still blurry, and I just measured on that screenshot that the text in FGU is 14px tall, so that doesnt' seem to be the problem, or at least not the whole problem.

pindercarl
June 14th, 2020, 15:28
It seems like part of the issue is that the font is being downscaled somewhere in the rendering image, even at scaleui 100. As an example, my group is using our own custom font extension, using Fira Sans font at 18 pts for chat messages. However, as you can see in the below screenshot, the font as actually rendered is slightly fuzzy, which seems to be due to the fact that it's actually rendering as significantly smaller than 18 pt. Is this intended behavior (That some sort of universal scaling is applied outside of scaleui such that text is downsized from it's stated pt size?)

36846

Edit: To make sure it's clear:
Windows UI scaling is at 100% (default)
FG scaleui is at 100
My resolution is 2560x1440 (though all members of my group are experiencing the same issue)
The font is set to 18 pt Fira Sans Regular, the same font being previewed on the right in that screenshot. Exact xml snippit is
<font name="chatfont">
<ttf name="Fira Sans" size="18" file="graphics/fonts/FiraSans-Regular.ttf"/>
<color value="#261A10"/>
</font>

Fantasy Grounds measures fonts in pixels from the ascender of the text to the ascender of text in the following line, i.e. pixel size including the line-gap. Using Fira Sans at size 18, I am not able to reproduce this result at UI scale of 100. Can you attach your console.log?36859

LillySprout
June 14th, 2020, 19:27
Fantasy Grounds measures fonts in pixels from the ascender of the text to the ascender of text in the following line, i.e. pixel size including the line-gap.

That's a bit odd, but alright... So I'm assuming that means that the line height is an absolutely fixed value throughout Fantasy Grounds? Is that value documented/sharable somewhere, so that we can convert between fantasy grounds font size and a more normal px value? Come to think of it, how does FG do this, I'm assuming it applies some sort of modifier to the font size, ie, 18 size font actually becomes 14 px with a 1.3-ish line height or something? I've never encountered a program measuring font size by full line height before.

As requested, attaching my logs below

Moon Wizard
June 15th, 2020, 20:46
The line height is fully controlled by the ruleset code; but the default that most rulesets use is 20 pixels per text line.

Regards,
JPG

LillySprout
June 21st, 2020, 05:12
The line height is fully controlled by the ruleset code; but the default that most rulesets use is 20 pixels per text line.


Fantasy Grounds measures fonts in pixels from the ascender of the text to the ascender of text in the following line, i.e. pixel size including the line-gap.

It seems like these can't both be correct?

Moon Wizard
June 21st, 2020, 06:16
Yes. The height specified in the font definition is used to specify the full line height (measured as pindercarl replied).

Regards,
JPG

chlmz
October 10th, 2020, 16:51
Hi
any updates on this issue. I use a Macbook Pro. I have started DM a campaign and when I try a different scale than 100 it just blurry. not to much. but enough to get you a small headache

Weissrolf
October 11th, 2020, 18:44
Sorry for being so frank and blunt, but the whole Unity UI is an abomination of (bilinear) bitmap upscaling and gray-scale anti-aliasing blurriness. Text ought to be upscaled as text fonts, not as scaled graphics. Modern anti-aliasing ought to use Cleartype/sub-pixel kind of smoothing, not greyscales.

I suspect that part of the problem is Unity using OpenGL? At least with Microsoft Word using OpenGL leads to anti-aliasing switching to being gray-scale based.

All that being said, it got better compared to when I first took a look at it a few months ago.

YAKO SOMEDAKY
October 12th, 2020, 00:36
Here I solved the blur problem turning off all the antialiasing and anisotropic of the video card, in some cases the vertical sync need to be off too.

Weissrolf
October 12th, 2020, 15:57
Turning off anti-aliasing via (Nvidia) GPU driver settings makes no difference for FG Unity on my setup.

Enforcing supersample anti-aliasing transparency via driver can improve UI scaling sharpness, but at the cost of being more blurred at 100% scaling. So only use supersampling when you change UI scaling.

Driver based image sharpening can help a bit, but you need to watch out for sharpening halos when you sharpen too much.

In the end FG Unity should apply better scaling by itself. The difference of chat text between 100% and 99% or 101% is dramatic (again, supersampling can help as a workaround, especially with "e" and "a" letters).

YAKO SOMEDAKY
October 12th, 2020, 16:55
Here are my screenshots of config and a screenshot of the FGU in scale 80
40168 40169 40170 40171

pindercarl
October 16th, 2020, 13:56
Text should be sharp in the latest build, regardless of the UI scale that is used.

Blackwolfe
October 21st, 2020, 21:33
Seeing slightly distorted text/font only on texts I have added (not in module or system text) after this week's (Oct 20) updates..?

pindercarl
October 21st, 2020, 23:41
Seeing slightly distorted text/font only on texts I have added (not in module or system text) after this week's (Oct 20) updates..?

We're still dialing in some of the settings to make sure that fonts are sharp under all conditions. Can you share the theme you are working and at what UI scale values you are having issues? Thanks.

Blackwolfe
October 22nd, 2020, 00:07
We're still dialing in some of the settings to make sure that fonts are sharp under all conditions. Can you share the theme you are working and at what UI scale values you are having issues? Thanks.

FG Dungeon
Scale ui 95

Ah, I see, it's clear at UI scale 100... and 90.. so thank You for the tip. :)

twistedtechmike
October 27th, 2020, 18:55
Ryzen 5 1600
32GB RAM
2070 Super
Scale 100
WotC 5E Theme

Even with all nVidia settings turned off, I continue to see blurry text. Cant look at the screen more than a few minutes without a headache coming on. This has been an issue for me since day one, through multiple video cards and windows 10 installations.

I have no issues with any other software or game.

pindercarl
October 27th, 2020, 19:12
Ryzen 5 1600
32GB RAM
2070 Super
Scale 100
WotC 5E Theme

Even with all nVidia settings turned off, I continue to see blurry text. Cant look at the screen more than a few minutes without a headache coming on. This has been an issue for me since day one, through multiple video cards and windows 10 installations.

I have no issues with any other software or game.

Can you post a screenshot?

damned
October 27th, 2020, 22:31
Ryzen 5 1600
32GB RAM
2070 Super
Scale 100
WotC 5E Theme

Even with all nVidia settings turned off, I continue to see blurry text. Cant look at the screen more than a few minutes without a headache coming on. This has been an issue for me since day one, through multiple video cards and windows 10 installations.

I have no issues with any other software or game.

Is it possible the font doesnt agree with your eyes?
It seems unlikely that you would have blurry across multiple computers.