![]() You cannot say a display layout in Display Preferences either, so this is time consuming as hell. What's worse that every time you muck about trying to fix display settings, display settings goes wicked out, mirrors everything and orphans your content and settings on some random monitor. Even if I move the main FCP window to the dell, the second monitor is ALWAYS the MBP. The main window ends up on the LG, but if I select the dual monitor option it wants to put the other window on the MBP screen. I cannot for the life of me get final cut to let me choose the monitors I want to run everything on. I also have a Ninja V+ that I would like to run for false color, etc using a Ultrastudio Monitor3G My maxed out M1 Max MacBook Pro screen (extended display) The only limitation is I think that reversing what the 2nd monitor is will not be saveable, but I actually haven't tried it yet.Ĭan you explain how you do this? I have four monitors: Whichever layout you set up, including element size and details like the exact scopes layout, can be saved and recalled via the Window>Workspaces menu. If you want to swap what you regard your 2nd monitor, you have to move the main FCP main UI to the 'other' monitor and then use the 'show on 2nd monitor' command for again Viewer, Timeline or Browser. This will be saved in any custom Workspace you create. Scopes are always part of the Viewer UI element, so wherever the viewer is there will be your scopes.Īpart from sending a single UI element to the 2nd screen you can turn of either the Browser, Timeline, Inspector, Timeline Index or Effects. You can send either the Viewer, Browser or Timeline to the 2nd monitor. When FCP launches it'll be on one monitor which is normally your main monitor. With 2 monitors you have the following options: Want to read more answers from other tech-savvy Stack Exchange users? Check out the full discussion thread here.You can save diff layouts via the Window>Workspaces menu. Have something to add to the explanation? Sound off in the comments. Here is the word “resolution” rendered in a 20 pixel font (bottom) and a 10 pixel font (top) resized to keep the physical size, just like when you are using a lower resolution: This is mostly noticeable when rendering fonts, but it is also the reason why gamers want to play using the highest resolution possible, even if changing it does not actually help them see more at once. When a computer has more pixels to work with, it can make the edges with contrasting colors crisper. Using a lower resolution forces the screen to interpolate pixels (attempt to approximate a lower resolution with its native-resolution pixels) and negatively affects the quality of images.ģ. LCD screens have fixed native resolutions and images look the best when the system-configured resolution matches it. Unlike scaling, it also makes pixels bigger (because your physical screen has a fixed size), so less detail can be shown when rendering photos, for example.Ģ. With 200 percent scaling, pixels will be the same size, but things will occupy twice as many pixels in both dimensions.ĭecreasing the resolution makes everything bigger just like scaling, but:ġ. Scaling is how much everything should be enlarged when measured in pixels.įor example, with a halved resolution, things will still be the same size in pixels, but each pixel will be twice as large. Resolution is the number of pixels rendered on your screen. SuperUser contributor gronostaj has the answer for us: ![]()
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