Timeline for Why might a PC game have a set number of resolutions?
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
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Jul 15, 2014 at 5:52 | history | tweeted | twitter.com/#!/StackGameDev/status/488924081161781248 | ||
Jul 14, 2014 at 19:30 | vote | accept | NmdMystery | ||
Jul 14, 2014 at 19:27 | answer | added | House | timeline score: 4 | |
Jul 14, 2014 at 19:27 | history | made wiki | Post Made Community Wiki by House | ||
Jul 14, 2014 at 19:27 | history | reopened | House | ||
Jul 14, 2014 at 19:24 | comment | added | user1430 | Relevant meta thread from a while ago that is worth revisiting. | |
Jul 14, 2014 at 18:34 | comment | added | NmdMystery | Let us continue this discussion in chat. | |
Jul 14, 2014 at 18:19 | comment | added | House | @JoshPetrie Personally, I think this falls into the good subjective category. There are valid reasons to restrict the resolutions that can be described at a high level. | |
Jul 14, 2014 at 18:18 | comment | added | user1430 | This fundamentally boils down to "it depends" -- maybe the developer didn't care, maybe they didn't know how, maybe they forgot, maybe there was some odd technical limitation in their platform, maybe they wanted to maintain a feature parity with fullscreen mode, et cetera. | |
Jul 14, 2014 at 18:17 | history | closed | user1430 | Needs more focus | |
Jul 14, 2014 at 18:02 | history | edited | NmdMystery | CC BY-SA 3.0 |
edited title
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Jul 14, 2014 at 17:56 | history | asked | NmdMystery | CC BY-SA 3.0 |