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When dosbox is in full screen and aspect ratio is set to true, the pixels are all slightly different sizes. This only seems to occur when dosbox is in full screen, this imperfect scaling does not effect screenshots taken in full screen or when playing in windowed mode. Setting aspect to false also fixes this but this of course is not ideal for many games.
Does anyone know of a way to correct this?

Attached is a screenshot of the issue.
Attachments:
Post edited May 31, 2015 by CaptainWabbit
This question / problem has been solved by Rixashaimage
Can you post the contents of the .conf file? I might be able to spot something if I know how your DOSBox is set up.
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SirPrimalform: Can you post the contents of the .conf file? I might be able to spot something if I know how your DOSBox is set up.
This is something that I have noticed with every version of DOSbox that I've used but sure. I've attached a config file.
(save the attached jpg and change the extension to .txt)
Attachments:
vogons forum might have a better idea. also check the hardware settings of your monitor too?
http://www.vogons.org/viewforum.php?f=33

AFAIK it should be possible to disable hardware scaling by your choice of output(like say, OpenGL), and force it to only resize the output according to the filter. ( e.g. using a normal3X filter would make a game with 300x200 original resolution, stretch out to exactly 900x600 in fullscreen. )
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SirPrimalform: Can you post the contents of the .conf file? I might be able to spot something if I know how your DOSBox is set up.
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CaptainWabbit: This is something that I have noticed with every version of DOSbox that I've used but sure. I've attached a config file.
(save the attached jpg and change the extension to .txt)
Umm,I need a better pair of glasses.Maybe you need to check what you sent.
dosbox aspect ratio comes up a a lot. It's a tricky problem; the game is 320x200 but meant to be displayed on a 4:3 screen. The original pixels aren't square, and those on your screen are. aspect=true tries to compensate for this by stretching it vertically, but this leaves it looking like you noticed. It would only look uniform and crisp scaled to 1600x1200.

Failing that, does it help if you just include scaler=normal3x, potentially making the pixel size difference smaller?

My own solution is aspect=false and a custom screenmode of 856x400 on my 16:9 monitor, so monitor does the job. Aspect ratio is slightly off, 854x400 would be even closer, but result is pretty good nevertheless.
There was a recent Gamasutra article about this issue, with some solutions (none of them perfect):
http://www.gamasutra.com/blogs/FelipePepe/20150423/241730/No_MSDOS_games_werent_widescreen_Tips_on_correcting_aspect_ratio.php
Thanks for your replies everyone.
I thought it might be tricky. You've certainly given me a few things to try.

Edit:
So, I have a 1680x1050 monitor.
The maximum multiple of 320x200 that will fit on my monitor is 1280x800 (x4). Setting DOSbox to this resolution, output to overlay, aspect to false and scaler to none, has yielded what I think are pretty good results. The imperfect scaling is certainly less apparent than when running at my monitor's native resolution while still being fairly crisp. Good results will largely hinge on how your monitor handles 4:3 aspect ratios. Luckily, mine lets me select stretched or aspect.
Post edited May 31, 2015 by CaptainWabbit
Glad you got it sorted to your satisfaction. I believe the uneven sizing of the pixels you were seeing was partially down to the output you're using, I'd use ddraw or opengl instead of overlay. They use a small amount of interpolation to do the final scaling, but as long as you use a "normalxX" scaler beforehand things remain rather sharp. The interpolation at the last stage (scaling 1280x800 to your native resolution) means that the extra height introduced to maintain the aspect ratio is evenly spread. It sounds like you've sidestepped that by using your monitor's scaling to do that instead.
Post edited May 31, 2015 by SirPrimalform