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Докладване на проблем с превода
The invisible walls are still limited to the 16:9 area, sure. Beats black bars on the sides of the screen (pillarboxes) any day of the week. It's mostly a cosmetic thing in this situation, and it looks more cinematic that way. Speaking as someone who uses Unreal Engine, games that use said engine are ridiculously easy to patch this stuff in (Mostly comes down to changing the FOV to a Hor+ system and adjusting UI elements), assuming UI oversights such as incorrect anchoring settings aren't in place. Judging by the position of the Tension meter, which is likely using hardcoded resolution-based positioning, that is likely the case for some things.
Mortal Kombat 11 also has this feature, despite that also being limited to a 16:9 space during gameplay.
https://youtu.be/5sXuTk984gc
Perhaps troll somewhere else, and shill for something like NMH or Ninja Gaiden's barebones ports?
If a game update does happen, it shouldn't be too difficult to search for what needs to be adjusted again, now that I know how it's being done (Luckily, it's not being done through game asset files or Blueprints, which would make finding proper pointers much more difficult).
To be fair, Genshin Impact's input rebinding is awful (With certain things hardcoded), A/B are reversed (Making it awful on an Xbox controller), the resolution percentage option just doesn't work, anything above 21:9 has the HUD spanned (Which may not be a good thing for anyone with 32:9 or higher) Mouse smoothing makes KB/M also offputting, and the game got capped at 60FPS while the beta ran higher.
From my time with a hex edited executable, I've not had any issues playing online.
Of course, it still comes with a risk.
MK11 is a fairly special case since it uses a non-transparent UI which can materialise the end of the gameplay area in a way. It might not even be intended if you ask me, but it works.
Do I think it's possible to add proper ultrawide support? Yes, they could make a slight blurry line past the 16:9 area's edges to show where the gameplay area ends while still being in-line with the overall UI style. Do I think they'll realistically do it? Probably not.
Also for the record, I'm not trolling. Maybe you've had bad past experiences with people when discussing such matters, fine. But please don't be so dismissive when I tried presenting a game design explanation.
Thanks
Edit: Works great
Use this one,credit to TiredV3.