Windows DPI scaling breaks row interleaved stereo viewport #47174

Closed
opened 2016-01-13 12:10:48 +01:00 by Anton Fuhrmann · 5 comments

System Information
Windows 8.1 & Windows 10
Nvidia GeForce GTX 980

Blender Version
Broken: 2.76b
(but since this depends on windows, not on Blender, it's probably in earlier versions with stereo workflow, too)

Short description of error
Windows allows setting a scale factor for high-DPI displays, which leads to DPI-unaware application content being upscaled.
reference
When you change the scaling for these legacy applications, the client area of their windows is upsampled by a user-determined factor.
In Blender this results normally in a almost unnoticeable blurred appearance of the whole UI.

When using the stereo workflow with a row-interlaced viewport, the upsampling destroys the stereo effect, since one blender generated scanline does correspond to more than one pixel-line on the screen.
See attached image.
Blender_4k_upscaling.png

Exact steps for others to reproduce the error
Enter "dpiscaling" at the command prompt in windows.
Change the slider in the "Display" message box to "Larger" and press "Apply"
Open Blender and switch to stereo view: check "Views" under "Render Layers", menu "Window/Set Stereo 3D" switch to "Interlace - Row Interleaved"
Switch to camera view (NumPad 0)

Mitigation:
You can switch off this behavior in Windows for Blender:
right-click on "Blender.exe/Properties", check "Compatibility/Disable display scaling on high DPI settings"

Solution:
(Should be a really small change)
Change the Blender application manifest on the windows build to "application is system DPI–aware ".
(If you want to be really fancy, you could make Blender fully DPI-aware by responding to DPI-changes with changing the Blender internal DPI setting, but I do not think this is necessary)

**System Information** Windows 8.1 & Windows 10 Nvidia GeForce GTX 980 **Blender Version** Broken: 2.76b (but since this depends on windows, not on Blender, it's probably in earlier versions with stereo workflow, too) **Short description of error** Windows allows setting a scale factor for high-DPI displays, which leads to DPI-unaware application content being upscaled. [reference ](https://technet.microsoft.com/en-us/library/dn528847.aspx) When you change the scaling for these legacy applications, the client area of their windows is upsampled by a user-determined factor. In Blender this results normally in a almost unnoticeable blurred appearance of the whole UI. When using the stereo workflow with a row-interlaced viewport, the upsampling destroys the stereo effect, since one blender generated scanline does correspond to more than one pixel-line on the screen. See attached image. ![Blender_4k_upscaling.png](https://archive.blender.org/developer/F274227/Blender_4k_upscaling.png) **Exact steps for others to reproduce the error** Enter "dpiscaling" at the command prompt in windows. Change the slider in the "Display" message box to "Larger" and press "Apply" Open Blender and switch to stereo view: check "Views" under "Render Layers", menu "Window/Set Stereo 3D" switch to "Interlace - Row Interleaved" Switch to camera view (NumPad 0) **Mitigation:** You can switch off this behavior in Windows for Blender: right-click on "Blender.exe/Properties", check "Compatibility/Disable display scaling on high DPI settings" **Solution:** (Should be a really small change) Change the Blender application manifest on the windows build to "[application is system DPI–aware ](https://msdn.microsoft.com/library/windows/desktop/dn469266.aspx)". (If you want to be really fancy, you could make Blender fully DPI-aware by responding to DPI-changes with changing the Blender internal DPI setting, but I do not think this is necessary)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @alfv

Added subscriber: @alfv

Added subscriber: @ideasman42

Added subscriber: @ideasman42

Blender can scale its own interface, so likely it just needs to be made DPI-aware (as you suggest), then it can set its own scaling based on the system.

This a bug, moving to TODO.

Blender can scale its own interface, so likely it just needs to be made DPI-aware (as you suggest), then it can set its own scaling based on the system. This a bug, moving to TODO.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
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Reference: blender/blender#47174
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