jacaw,

One that comes to mind is cutscenes. If something was initially designed with 16:9 in mind, expanding the FoV or aspect ratio could reveal parts of the image the devs don’t want the player to see. For example, using 120 FOV at 21:9 in Fallout 4 makes the edge of the camera clip through walls sometimes.

The solution is just designing it with ultrawide in mind. Ultrawide owners are a pretty small part of the gaming market overall, so it’s not surprising they don’t do it.

  • All
  • Subscribed
  • Moderated
  • Favorites
  • starfield@lemmy.zip
  • DreamBathrooms
  • ngwrru68w68
  • everett
  • magazineikmin
  • thenastyranch
  • rosin
  • khanakhh
  • InstantRegret
  • Youngstown
  • slotface
  • tacticalgear
  • kavyap
  • mdbf
  • osvaldo12
  • JUstTest
  • normalnudes
  • modclub
  • GTA5RPClips
  • Durango
  • cubers
  • cisconetworking
  • ethstaker
  • anitta
  • Leos
  • megavids
  • tester
  • provamag3
  • lostlight
  • All magazines