Native image signal of the Flight Simulator?

What format does the native image signal of the Flight Simulator 2024 have? In other words: does this have an aspect ratio of 16:9 or another aspect ratio? Please notice: it’s not about the format of the image signal, that the graphics cards later output. It’s really about the original, native format of the FS24 program!

In modern applications there is not such thing anymore.

Mathijs

Of course there must be a aspet ration. I believe,your statement is no answer for my question. I tray other words: which aspect ratio (maybe 16:9) should have a monitor, to show all of the picture - without manipulation of longitude or width or fade of or add from parts of the picture.

I think Mathijs is correct.

I’m reading this as you want a monitor that gives you the best viewport? Ignoring for a minute the resolution question - this is going to be entirely dependent on what you want to fly, and ergnomics/preferences - it’s dependent on the world you want to see (shape of the controls/windows etc).

If you look through the forums you will see some use different configurations of single and multi-display setups to get something that suits them - 16:9s stacked one over the other to get the window and some instruments in, particularly GA aircraft where it’s practical to do so (not so for airliners in my opinion but that’s just me), some others use a very wide curved monitor to get more of a panoramic view.

To add to what Mathijs is (correctly) saying, it’s not like video which has a fixed format, or older games (particularly console) that had fixed outputs (that then had to be manipulated to screen).

Conceptually, your view is a camera in the world. That camera captures images defined by your screen resolution (and its aspect ratio) and can be pointed in different directions, zoomed, etc.

The software is tracking the locations of objects in space, and lights/reflections/shadows acting on those objects, all sorts of things. When it needs to be rendered in the 2D representation you see on your monitor, the engine does the math based on what would be visible for your camera. The image is the resolution/aspect specified right at the start of the pipeline. There are some caveats (i.e FSR/DLSS how does that behave) but this is basically it.

This is also true of a lot of side-scrollers / 2D games (i.e unity or similar engines) that also use a Camera / World model.

Rob S

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Thanks for this post, explains a lot in a little for me :+1: