Please let us specify what resolution we render the game at, independent of window and desktop resolution.
What do I mean? I like to to appreciate the art in the IE games - the maps, character sprites, that kind of thing. My main desktop monitor is 1920x1200, and I always disable zoom because I don't care for it. If I play any of your EE games in fullscreen, that means I'm watching ants crawl around the screen in 1920x1200. Enable zoom you might say! But, there's another way where I can have even better control of the game resolution without enabling zoom: I can change my desktop resolution. If I do that, I can play IWD:EE in 1280x800, a resolution that actually lets me see the detail in the art.
But why, in 2017, do I need to change my desktop resolution to play a game in that resolution? Why can't I select the resolution for the game to render in, and have it stretch
Or, even better, make it completely independent of fullscreen mode. That way, those of us with multiple monitors don't have our desktop composition screwed up on the secondary monitor by a fullscreen game changing our desktop resolution.
You might think this is a crazy request, but it actually isn't. The reason it isn't implemented in the EEs is because it wasn't considered, that's it.¹ If I can play Fallout 2 in a borderless fullscreen window, with the window rendered at 1920x1200 but the game
rendered at 1280x800 and occupying the ENTIRE 1920x1200 window (yes, no letterboxing or black bars), I believe Beamdog can implement the same.
Give us the option please, even if it's officially unsupported and via an ini tweak. @TrentOster @Avenger_teambg
¹ Some technical details. In windows, there are generic APIs / 'hooks' that deal with the resolution of a window. It's one of the many tools the borderless widescreen gaming community has used to develop programs that make, well, borderless fullscreen windows. OpenGL, which I believe the EEs render with for Windows, supports exactly what I've asked above. The EE internal renderer (or 'game') outputs to the game window (the 'window' I specify above) to be drawn and managed by the OpenGL API. Think of the game as a picture, and the window the picture frame. This API allows the management of the game window such that content fed to it can be stretched (aspect ratio correct or incorrect, but ofc we want correct) to occupy the full window. That's how you get what I've asked for. It is not programming black magic, it is not arcane or obtuse - but I don't think there's been a clear demand for this feature before so it hasn't been considered.