The Riftbreaker

The Riftbreaker

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Fullscreen isn't fullscreen, borderless window isn't a window
I'm on a super ultrawide (5120x1440) But i prefer to play my games at 2560x1440 because dev's are really bad with UI elements.

Sadly this game is no exception. But here's the issue... I set the game to 2560x1440 and:

1) The game stretches to an extremely bad aspect ratio if you pick Fullscreen, despite having gpu scaling on. HORRIBLE.
2) The borderless window adds black bars and looks fine in the esc menu, but it stretches again when in game

The only way to have it playable is by running it in windowed mode, but that means that my taskbar overlaps.

Please properly implement borderless windowed mode and/or fix your full screen overrides.
Originally posted by Khalan:
If you're able to get the game rendering correctly at ultrawide, there is this mod to correct the UI:
https://steamcommunity.com/sharedfiles/filedetails/?id=3577552968
From the screenshots they have the game running unstretched, so it must be possible
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Showing 1-15 of 23 comments
This is actually on you, or your GPU driver settings, more precisely. Check "Adjust Desktop Size and Position", and set scaling mode to "aspect ratio". If that doesn't work, also check "override the scaling mode set by games and programs".
On my ultrawide I use the monitor's controls to set it to 2560×1440, called pip o. Mine i think. Then it appears in the middle of the screen perfectly. I'd imagine a good monitor like yours could do the same
This is actually on you, or your GPU driver settings, more precisely. Check "Adjust Desktop Size and Position", and set scaling mode to "aspect ratio". If that doesn't work, also check "override the scaling mode set by games and programs".

Not on me. This isn't my first rodeo. Already done this before and had mine set to integer scaling globally (it's the same thing except the factor is different). Aspect ratio scaling doesn't change it. It was already overridden and set to GPU scaling.
This is exactly why i pointed out that fullscreen isn't really fullscreen. It doesn't change your resolution. If you alt-tab you can still see the window in the background eventhough it is set to "full screen"

See for example this:
https://i.imgur.com/2b0Ac1w.jpeg
This shouldn't be possible in fullscreen. This is on the devs.

On my ultrawide I use the monitor's controls to set it to 2560×1440, called pip o. Mine i think. Then it appears in the middle of the screen perfectly. I'd imagine a good monitor like yours could do the same

Yeah my monitor has picture in picture, but using that workaround is not really a fix as i need to switch every time i want to start/stop playing the game.
The better approach would be for devs to fix their resolution modes so that people don't need to rely on jank stuff like this.
Originally posted by Waswat:
This is actually on you, or your GPU driver settings, more precisely. Check "Adjust Desktop Size and Position", and set scaling mode to "aspect ratio". If that doesn't work, also check "override the scaling mode set by games and programs".
Not on me. This isn't my first rodeo. Already done this before and had mine set to integer scaling globally (it's the same thing except the factor is different). Aspect ratio scaling doesn't change it. It was already overridden and set to GPU scaling.
Did you set your desktop to run at 2560x1440? What happens then?

This is exactly why i pointed out that fullscreen isn't really fullscreen.
Of course "fullscreen" isn't the obsolete fullscreen exclusive mode which was deprecated years ago with the introduction of DirectX 12.
Originally posted by cswiger:
Originally posted by Waswat:
Not on me. This isn't my first rodeo. Already done this before and had mine set to integer scaling globally (it's the same thing except the factor is different). Aspect ratio scaling doesn't change it. It was already overridden and set to GPU scaling.
Did you set your desktop to run at 2560x1440? What happens then?

This is exactly why i pointed out that fullscreen isn't really fullscreen.
Of course "fullscreen" isn't the obsolete fullscreen exclusive mode which was deprecated years ago with the introduction of DirectX 12.

When changing the desktop resolution to 2560x1440 it is correct.
https://i.imgur.com/LEVSDRV.jpeg
Look, i'm a dev myself but honestly i don't care whether you call exclusive fullscreen obsolete or not. The current implementation is buggy. I doubt it's preferable for the customer to have to change their whole desktop resolution so that the game does NOT stretch in "fullscreen".

Another example of borderless windowed:
https://i.imgur.com/63BDbVl.jpeg

Looks correct, aspect ratio-wise, but it's not borderless windowed, otherwise i'd expect to see my desktop on the sides (and i don't expect my cursor to change outside the window).

So suspicions get confirmed when I load in the game using these settings:
https://i.imgur.com/J718QyU.jpeg

UI looks correct, but the game is rendered stretched. Wild.
Originally posted by Waswat:
Look, i'm a dev myself but honestly i don't care whether you call exclusive fullscreen obsolete or not.
That's OK. Microsoft honestly doesn't care what you think about FSE mode, either.

ENOTSUPP, so one gets borderless mode emulating FSE instead for DX12 apps and for any Windows version which is not obsolete.

The current implementation is buggy. I doubt it's preferable for the customer to have to change their whole desktop resolution so that the game does NOT stretch in "fullscreen".
Not my code. You are welcome for the work-around, just as you are welcome to persuade Exor to better support resolutions with a 32x9 aspect ratio.

UI looks correct, but the game is rendered stretched. Wild.
You already knew that you were going to experience problems running 32x9 sometimes.
Look dude, if you have nothing noteworthy to say then it's ok not to reply. In my library this game is pretty unique in its handling of the aspect ratio. I'm the one having the issue and am not interested in a debate.

The workarounds were known, cheers for the effort.
For now I've fixed it using the borderless gaming app. I doubt a dev will fix this because it's too niche and they're at the end of their development cycle for the game (per their words). But at least it's been said and the next viewer who might have a samsung odyssey g9 or similar 32:9 monitor might see this and at least know about the bug.
Originally posted by Waswat:
Look dude, if you have nothing noteworthy to say then it's ok not to reply.
Correct: you aren't owed a noteworthy reply, and I'm not obliged to provide one.

In my library this game is pretty unique in its handling of the aspect ratio. I'm the one having the issue and am not interested in a debate.
If that is true, then you should stop trying to debate well-known facts, even if those facts contradict your opinions.
Ok, seriously. What's your problem, Chuck?

You've been passive agressive from the start, blaming me without checking if what you said yourself is true (the game ignores the scaling settings)...
Rhadamanthus even pointed out that he is using a workaround for his ultrawide as well.
You've been continuing hammering on some useless point that nobody cares about. Move on.
Originally posted by Waswat:
Ok, seriously. What's your problem, Chuck?
I enjoy contradicting people when I disagree with them.

That didn't have to be you, but it seems to me that you've gone out of your way to argue with me at least as much as the converse.

You've been passive agressive from the start, blaming me without checking if what you said yourself is true (the game ignores the scaling settings)...
The game can't ignore the scaling settings because the system and GPU driver settings supercede what the game does.

This is why changing the desktop resolution works; if that didn't, it would imply your display was also performing scaling without preserving aspect ratio. This demonstrates that the on-display settings can also supercede what the rest of the chain does.

Rhadamanthus even pointed out that he is using a workaround for his ultrawide as well.
And?

You've been continuing hammering on some useless point that nobody cares about. Move on.
This seems to be you continuing to argue about a point that you don't care about. That's also a funny way of conceding that you were wrong about FSE mode being obsolete.

Speaking of contradiction, in your first post you stated: "Please properly implement borderless windowed mode and/or fix your full screen overrides." yet in a later post you wrote "I doubt a dev will fix this because it's too niche..."
Yeah, quite the diplomatic way of saying you enjoy trolling threads with useless responses.

Speaking of contradiction, in your first post you stated: "Please properly implement borderless windowed mode and/or fix your full screen overrides." yet in a later post you wrote "I doubt a dev will fix this because it's too niche..."

First part is a request, being hopeful, second part is being realistic. Nothing contradictory about that.
Originally posted by Waswat:
Yeah, quite the diplomatic way of saying you enjoy trolling threads with useless responses.
Wrong. I was being blunt because you suggested I was being "passive aggressive":
I don't do passive and I don't do aggressive either, unless provoked.

Even in #10, I made several points that were actually relevant to your issue, starting with: "The game can't ignore the scaling settings because the system and GPU driver settings supercede what the game does."

Pretending otherwise is dishonest, and I have no use for your dishonesty. I'm not here to be diplomatic; I'm not here to troll; and your opinion of what is a useless response can be applied to your posts just as well. As you said above, "it is ok not to reply".
If you read further down you would've seen I know that it wasn't likely to happen for my case but that this same problem happens in (normal) ultrawide monitors.

But sure, come here, and call it a dumb complaint if you want.
You guys know devs have a ticketing/priority system for that and they can decide whether they have time for it, right?
It wouldn't surprise me if the problem was because the devs are using unreal engine. Unreal Engine has problems with resolution, and usually takes a software engineer or a 3rd party solution to get right. Configuring ini file settings doesn't help, unless they fixed this recently. Also, if you're using a gimmicky monitor that the majority don't use, why do you expect it to be supported? I've heard similar complaints in other games. It's like expecting the devs to support VR.
It is true that it is gimmicky for my case but if you have a normal ultra wide, you'll have the same issue.
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