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Secondly, there are better ways to implement ultrawide support in fighters which avoid the invisible wall problem altogether. As a previous commenter mentioned, NRS games do this already. If you look at Injustice 2 or MK11 in ultrawide, you'll notice the left and right borders of the screen land in the same spot in the stage as they would on a 16:9 monitor, and this is done without any stretching of the image. This is because rather than simply extending the horizontal space, NRS adjusts the FOV dynamically as the game is in motion depending on how far the characters are from each other.
It's all very natural, and it gives ultrawide users what they want without even raising a question of competitive integrity. Rather than putting down players who ask for ultrawide support (not you specifically, but this is commonly done), we should be advocating for more fighting games to use the solution NRS games have.
It might not be very practical for games like Street Fighter, which I'd understand because as far as I can tell the camera only pans left and right during gameplay without any FOV adjustments. Games like Tekken and Soulcalibur however have no excuse. These games already adjust FOV during gameplay, and a simple update can be made to scale that adjustment based on the aspect ratio of the display. Games like these often have mods put out from the community within hours of release to do exactly that
can't tell when you're about wallsplat or not
I had an ultra wide a couple of years back and ended up getting rid of it, not because I didn't like it, but because I could count on my fingers the amount of games that "just worked" on it. Pretty much every older game would flat out not work and require workarounds to run with the dreaded black bars, and most recent games would either black bar or just have some terrible utlra wide implementation.
It was amazing for MMOs and whatever games worked on it looked really good while running at it, but it's not going to be usable for gaming until it catches on, which I hope is never since getting bigger ultra wides is very expensive, and even in the 30" range they're still tiny due to the measure being the diagonal.
I have an OLED monitor, and instead of black borders it's grey, there are work arounds, but as a casual player it's not worth the hassle.
There are plenty of tried and true methods for supporting ultrawide monitors without issues.
That said, with all the options in the options you think extending the stage to fill the monitor wouldn't have been that hard, capcom specifically is notorious for making the mistake of thinking 2.4% of the steam player base isn't very large, but the game itself peaked at 0.05% of players.
While it's not a deal breaker, having the game fill my screen would be nice, and it doesn't mean they have to change the game, just add some ambiance in the black spaces, would save my OLED and look less horrendous.
For everyone else saying it would break gameplay or it's worse for players so it's good they didn't include it, totally disagree, options are options, you can adjust them as needed, for those who want it, they can play with a worse experience. You can even do warnings "this game wasn't intended to be played this way". As to development costs, if that's true, sure... but it's not.