I am Setsuna

I am Setsuna

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ricEmonster Jul 14, 2016 @ 2:34pm
Ultrawide Support
Anyone know if the game will play at 3440x1440 and 2560x1080?
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Showing 1-15 of 18 comments
vittau Jul 15, 2016 @ 2:50pm 
I would like to know as well...
StarBound Jul 19, 2016 @ 10:12am 
Might as well bump since also want to know. And unlocked frame rates?
SundA Jul 19, 2016 @ 10:16am 
no. even using this command -screen-width 3440 -screen-height 1440 (since its a unity game) isnt possible. Max fps 60 but at least it silk smooth.
Pneumatic Bacon Jul 19, 2016 @ 11:48am 
No Ultrawide, but it does support 4k, and the game seems to run at your monitor's refresh setting, as mine is ~100fps on an X34 monitor.
vittau Jul 19, 2016 @ 1:13pm 
Are you guys sure there's no config. file or something?
Usually Unity games work with it (Layers of Fear for instance, didn't have official dev support for ultrawide but worked via config. file)...
SenMithrarin85 Jul 19, 2016 @ 1:15pm 
Originally posted by vittau:
Are you guys sure there's no config. file or something?
Usually Unity games work with it (Layers of Fear for instance, didn't have official dev support for ultrawide but worked via config. file)...

I don't think japanese devs even know what ultra wide is. They're still struggling to work out the difference between fullscreen and borderless.
vittau Jul 19, 2016 @ 1:21pm 
Originally posted by SenMithrarin85:
Originally posted by vittau:
Are you guys sure there's no config. file or something?
Usually Unity games work with it (Layers of Fear for instance, didn't have official dev support for ultrawide but worked via config. file)...

I don't think japanese devs even know what ultra wide is. They're still struggling to work out the difference between fullscreen and borderless.
Good thing about engines like Unity is that you don't even have to worry about these things (unless you do some very specific stuff and deliberately break ultrawide support in this case). I've played random indie free games made in Unity that supported ultrawide...
ricEmonster Jul 20, 2016 @ 12:53am 
Damn. Anyone else that can confirm ultrawide doesn't work?
Zunnoab #931 Jul 20, 2016 @ 1:44am 
This game has a fixed view. I really do not think expecting them to make sure you can see properly far to the sides of the screen for an extremely niche aspect ratio is reasonable. Sure it would be nice, but you may as well expect VR support while you're at it.
ricEmonster Jul 20, 2016 @ 3:19am 
When you say it has a fixed view, do you mean you're running it on an ultrawide monitor and had black bars on the sides?
Zunnoab #931 Jul 20, 2016 @ 12:40pm 
I don't know how it works on an ultrawide monitor, but it's in the style of SNES and many PS1 RPGs where it's a top down view with the camera always a fixed distance above the characters. The camera may slide over to show something else during a scene or something but it's not controllable. This means that if the aspect ratio was super wide they would have to account for art very far to the sides that might never show up otherwise for the absolute vast majority of players.

That is pure speculation on my part, but I suspect that's why. It's the same reason ports/remakes of older tile based RPGs are mostly letterboxed 4:3
Last edited by Zunnoab #931; Jul 20, 2016 @ 12:41pm
ricEmonster Jul 20, 2016 @ 1:30pm 
Originally posted by Zunnoab #931:
I don't know how it works on an ultrawide monitor, but it's in the style of SNES and many PS1 RPGs where it's a top down view with the camera always a fixed distance above the characters.

All speculation for sure. Off the top of my head, Stardew Valley and Legend of Heroes: Trails in the Sky both support ultrawide resolutions without any stretching. Menus look fine and only cutscenes are letterboxed.

JRPG top-down view is not an indicator of resolution support.
Last edited by ricEmonster; Jul 20, 2016 @ 1:32pm
Link0 Jul 20, 2016 @ 2:08pm 
I managed to force it into a different res (by reverse engineering), but it'll still only render in 16:9. Haven't discovered how it forces the aspect ratio, sadly. It remains illusive.

(Also the resolution code made me cry. They have a 5 value enumerator that they test for and use to set 5 different resolutions. There is zero, absolutely zero, support for looking up arbitrary resolutions)

For future record, you can change the resolutions yourself by using IL Spy to open up Assembly-CSharp and change the appropriate values in Setsuna.Common.ChangeScreenResolution
ricEmonster Jul 20, 2016 @ 3:33pm 
Thanks for that!
vittau Jul 20, 2016 @ 4:02pm 
Originally posted by Zunnoab #931:
I don't know how it works on an ultrawide monitor, but it's in the style of SNES and many PS1 RPGs where it's a top down view with the camera always a fixed distance above the characters. The camera may slide over to show something else during a scene or something but it's not controllable. This means that if the aspect ratio was super wide they would have to account for art very far to the sides that might never show up otherwise for the absolute vast majority of players.

That is pure speculation on my part, but I suspect that's why. It's the same reason ports/remakes of older tile based RPGs are mostly letterboxed 4:3
This is usually the case for 2D games (though even some of those support ultrawide, like FEZ for instance, or Ori and Child of Light using Flawless Widescreen but that's a hack), but Setsuna is actually a 3D game, so maybe only at the very edges of the scenery there could possibly be some stuff lacking, but even then there's usually a "safe margin".

I'm pretty sure this game doesn't support it due to bad programming... IMHO making games with fixed aspect-ratio nowadays is like making non-responsive websites. Lazy programming.
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Date Posted: Jul 14, 2016 @ 2:34pm
Posts: 18