Pine
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martin  [developer] Oct 14, 2019 @ 6:12am
Ultrawide Questions
Hi, we've been looking a bit into adding ultrawide support, and as suggested in the previous ultrawide thread: https://steamcommunity.com/app/1042780/discussions/0/3166519278494281852/, we're thinking of having a beta branch on steam where you can test it (since we can only really do limited testing here).

This will probably come within this week, and I'll make another thread topic when it's out, but before then I have some questions:

- Some games look like they keep their UI elements near the centre of the screen, and other's make the UI follow the corners of the screen. What do you prefer? Would you like a setting?

- Is there anything that you think we might easily miss when simply trying to fit our UI in ultrawide? Is there any ultrawide specific gotcha we need to be careful of?
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Showing 1-15 of 21 comments
Arsat Oct 14, 2019 @ 6:18am 
thats the wrong priority i must say.
Ultrawide is needed from 2-3 % of all possible buyers. (thats a fact read the tread or the steam survey)
Bugs, performance and the combatsystem is a problem from 100 % of all (possible) buyers.
martin  [developer] Oct 14, 2019 @ 6:21am 
Originally posted by Arsat:
thats the wrong priority i must say.
Ultrawide is needed from 2-3 % of all possible buyers. (thats a fact read the tread or the steam survey)
Bugs, performance and the combatsystem is a problem from 100 % of all (possible) buyers.

Don't worry, we're not ignoring the other issues that have been reported - performance improvements etc will just take a bit longer since those are more complex problems.
SP4RT4N3R Oct 14, 2019 @ 7:13am 
- UI elements in the middle I would say
- Cutscenes and stuff also in Ultrawide if possible
Steely Oct 14, 2019 @ 7:22am 
Fix the Council quest please, it's same problem as watch tower, but way more disappointed after 23 hours game play.

Went in that Cave long before the quest like many others and now the quest say to open the door of the cave, while it's already open, and quest won't trigger it or anything.
chaintool Oct 14, 2019 @ 7:32am 
It is really awesome, that you address this issue so quick: most of the other developers didn't even pay attention to topics about ultrawide support for years.
My thoughts: most ultrawide monitors are just regular 16:9 with extra width (21:9 and 32:9), which gives more perifirail vision, and the same height.
I think, the simplest way is to scale UI by height and keep it in the center. For me it would be enough.
martin  [developer] Oct 14, 2019 @ 7:34am 
Originally posted by Steely:
Fix the Council quest please, it's same problem as watch tower, but way more disappointed after 23 hours game play.

Went in that Cave long before the quest like many others and now the quest say to open the door of the cave, while it's already open, and quest won't trigger it or anything.

As I've mentioned before - we are not ignoring previous issues. We have a fix for this internally and are still testing it before we release it in the next patch coming soon. Sorry for the inconvenience but we are not blind to the issues people are having.
Redachi Oct 14, 2019 @ 8:30am 
I also agree, UI elements where they are now would be fine. I would be happy to test this (before I finish the game, that is). Had a wonderful time so far.
Irate Primate Oct 14, 2019 @ 8:41am 
Thank you for addressing this!

- I think the UI positioning is pretty user dependent. Some are going to like it to remain as if it were still in 16x9, and others want it as far out of the way as possible. It also depends on what the UI element is. Like in Gears of War, the active reload being all the way off to the side makes it difficult to see without completely taking your eyes off of the game, but quest lists and such work fine out that far. I think with the UI of Pine, it would be fine either way. If an option to move it around is easy to implement, then that would be best. If it's not easy to implement, then I think just keeping it where it is at would be the safest option.

- One thing that comes to mind is games with fixed FOV. Some games set it pretty wide to accommodate the narrow viewing field of 16x9. When you go ultrawide with a very wide static FOV, the extra real estate becomes extremely stretched. Not sure if you want to add a FOV slider, just something to watch out for.
esteady1 Oct 14, 2019 @ 9:40am 
Please include support for resolutions beyond 21:9. In those instances, UI centered is typically a requirement. (Triple monitor for example).

(Haven't purchased this title yet, due to absence of said support).

@Irate Primate. I discovered a simple .ini fix for Gears 5 that lets you move the UI exactly where you need it. I agree, it's essential to have the UI appropriately placed for Gears due to the fast action. PM if you want help with this (don't want to get of topic in this important thread).
Corn-fed simpleton Oct 14, 2019 @ 10:24am 
Thanks a lot, that's awesome to hear!

For me, UI placement on 21/9 is not a big deal. I tend to prefer the UI shifted to the corners, but I'm fine if it's still at the 16/9 positioning. As long as it's not stretched or cropped, I'll adapt.

EDIT: oh and the most annoying thing I can think of when it comes to 21/9 support is the cropped cutscenes... It's always a bummer when you have black bars on cutscenes when the rest of the game supports the 21/9 aspect.
Last edited by Corn-fed simpleton; Oct 14, 2019 @ 10:29am
Irate Primate Oct 14, 2019 @ 11:21am 
I agree that widescreen cutscenes would be nice, but this can be hard to retroactively apply. Sometimes animations are only done until the character walks offscreen, and then the character model will either just disappear, or stop moving. You can’t see that with 16x9 cutscenes, but if you widen the view you can see it happening. Not sure if that would apply to this games, just something to consider in general. This was a problem in Life is Strange. You can force widescreen which looks great during gameplay, but ridiculous in cutscenes as the characters just glitch out when they got “off screen”.
FriendCalledFive Oct 14, 2019 @ 2:28pm 
I prefer UI elements at the outside edges so they don't get in the way of the visuals.
I think inventory UI will be better centered, but ingame UI will be better in corners. Having list of tracked quests near center will look bad comfortwise.
Blaze1961 Oct 15, 2019 @ 7:15am 
Movable/scalable UI elements are best for all resolutions. But that may be to difficult at this point. I prefer UI elements at the edges with the exception of inventory/crafting type pop up windows to be centered.

Looking forward to the patch. Thank you!!!
Last edited by Blaze1961; Oct 15, 2019 @ 7:17am
greymatter Oct 16, 2019 @ 3:32pm 
I personally prefer the HUD elements to be moved to the corners . Having a mini map or list of quests 3 inches from the edge takes away from the reason of using an ultrawide.
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Date Posted: Oct 14, 2019 @ 6:12am
Posts: 21