FreeSpace Releases > Asset Releases

[RELEASE] I made a 1080p HUD

<< < (2/6) > >>

Shivan Hunter:
First p0st updated with (hopefully) working download links courtesy of FSFiles!

TacOne:
Okay the download works and I've tested it out a little in vanilla.

First of all it works great, it looks crisp, and even at 2560x1440 HUD elements were large and readable.

However that's actually going to be my one complaint: they're a bit too big.  I admit I'm now used to the vanilla HUD at 1080p, where things are a lot smaller, but I have the following suggestions:
* Make the lower corner HUD elements (target info and ownship/weapons) 25-33% smaller. It's nice to have a big radar, but with the 3D radar enabled the outer circle on the radar is unused and takes up space. I don't know if it's possible to make the 3D radar bigger. If it isn't the radar graphics could be almost 50% smaller and still cover the 3D radar.
* The text boxes for wingman chatter and the above-crosshair blue text could also do with scaling down a bit. Right now they take up a very large amount of space and even smaller the text will be absolutely readable at 1440p.

The directives and escort lists are fine since they're out of the way. However if other elements are scaled down then they can be made smaller to match without any issues.

The crosshairs are absolutely fantastic. The thing I dislike the most about the vanilla hud is that my crosshair pipper disappears on the screen so I can't shoot straight. This has no such issues.
Related to that, the target designator boxes and accompanying text and pippers are spot on.

TL;DR: Scale the HUD down a bit and you'll have a winner in my book.

Shivan Hunter:
Thanks! Glad the download finally works :P

If I revisit this project and make other skins etc, I'll probably make a version with a slightly smaller scale. At the moment everything is set to scale with the HUD, so your 2560x1440 screen is still displaying it at 1080p. The main issue here is that the HUD will stretch at different aspect ratios, though this is usually not too noticeable unless you're on an old 4:3 fossil - anyway, if I do a more complete project I'll support different aspect ratios and make different scales, so no worries there!

However, I will admit that my main intention here was to make a huge HUD. For comparison, this is what the FS1 HUD looked like at the original 640x480. Over the years, resolutions have increased and individual segments of the HUD have started taking up smaller and smaller areas of the screen, leading to gauges that are almost unusably small.

(seriously, even I was shocked when I looked at those two images next to each other - I guess I was just too used to the old 1080p HUD to notice how terrible it is. In the 640x480 example, if you wanted to check which weapon banks you had active or how your ETS was set, the info was almost in your peripheral vision already. In the 1080p example, you probably take a good half a second to focus on it and then look back. This is related to Fitts' Law regarding small UI components.)

TacOne:
I'd say the same about that old 640x480 HUD if it wasn't for the fact that you probably couldn't make it smaller or pixels would start disappearing :p

Yarn:

--- Quote from: Shivan Hunter on November 27, 2015, 05:16:39 am ---The main issue here is that the HUD will stretch at different aspect ratios, though this is usually not too noticeable unless you're on an old 4:3 fossil - anyway, if I do a more complete project I'll support different aspect ratios and make different scales, so no worries there!

--- End quote ---
Rather than having multiple HUD configurations for various aspect ratios, I recommend using +Origin/+Offset instead of +Position. Doing so allows the HUD to scale to any aspect ratio without stretching.


--- Quote from: Shivan Hunter on November 27, 2015, 05:16:39 am ---However, I will admit that my main intention here was to make a huge HUD. For comparison, this is what the FS1 HUD looked like at the original 640x480. Over the years, resolutions have increased and individual segments of the HUD have started taking up smaller and smaller areas of the screen, leading to gauges that are almost unusably small.

--- End quote ---
Actually, this problem only started occurring around the time the 2014 MediaVPs were released. This is due to the 2014 MediaVPs including a HUD table that disables HUD scaling, a feature that was new at the time (and one that should be removed from the engine if you ask me). Before that feature was implemented, FSO would usually scale HUD elements with the screen resolution; this is still the default behavior.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version