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Set a 4:3 Aspect Ratio in ShaderGlass
Many classic games were designed for 4:3-style displays; ShaderGlass can accompany aspect-ratio correction and simulated monitor effects.
Before you begin
Use Windows 10 version 2004 (build 19041) or Windows 11 and a DirectX 11-capable GPU. Confirm the source window or capture device works without additional post-processing. The exact labels can differ between ShaderGlass versions and operating modes.
Step-by-step workflow
- Determine the intended aspect ratio of the underlying game or video.
- Choose a stable window size and avoid stretching the source blindly to widescreen.
- Use available scale/aspect-ratio controls to preserve proportions.
- Check circles, menus and UI edges before saving a per-game profile.
Important details and limitations
Pillarboxing on a 16:9 screen may be correct rather than wasted space.
Some retro modes have non-square pixel assumptions and need case-by-case judgment.
Aspect ratio and CRT curvature are independent controls.
How to verify the result
Compare the processed scene with the same source shown without ShaderGlass. Watch for clipping, unexpected color changes, black regions and input lag. Keep one parameter fixed at a time while troubleshooting. For version-dependent settings, refer to the developer manual instead of relying on old screenshots.
Questions and answers
Why are there black bars on the sides?
They can preserve 4:3 content on a widescreen display.
Is 4:3 correct for every retro game?
No. Source aspect ratio varies by platform and software.
Related guide: Fullscreen Overlay · All ShaderGlass guides · Windows download information.
Technical reference: Developer manual. This guide explains settings and does not alter the ShaderGlass application or its license.