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I'm taking this to a separate thread so it won't clutter up the crash bug thread.

Consider the attached screenshots. shock001.gif is taken in 1024x768 while shock002.gif is taken in 1600x900.

Notice how the black bit of wall texture in the lower left corner does not appear in shock002.gif, and how the field of view is identical in width to the one in shock001.gif. In short, instead of gaining more width by going into a widescreen resolution, I'm losing height.

Briefly toying around with the CustomAspect setting seemed to kind of work, except it made the proportions of the game look wrong. Basically what happened was that the "intended" 4:3 aspect ratio was just stretched out to 16:9.

If anyone has a setting scheme where
a) you get extra width instead of losing height AND
b) the wall in the distance consists of actual squares
when using a widescreen, I'd like to know.
Attachments:
shock001.gif (88 Kb)
shock002.gif (152 Kb)
Post edited September 25, 2015 by Rancid83
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I've made the same observation in another thread, but I'm glad you created a separate one to address this issue.

Setting a 16:10 res like 1920x1200 (native res for me) yields the exact same FOV as 1024x768; the engine just zooms in a bit to make it equivalent. As it stands, that makes no discernible difference between setting a higher 4:3 res (say 1600x1200), from 1920x1200. Furthermore, the UI is not scaled from 4:3, so it stretches when set to 1920x1200, which is infinitely annoying to me. If you look at the OP's 2 photos, you'll notice the second widescreen pic demonstrates the stretched UI that I'm talking about (look at the posture indicator square at the top left).

If anyone can offer any insights as to how to achieve 1) an increased FOV with 16:10 resolutions, and 2) a non-stretched UI at widescreen resolutions (obviously related to my first question), that would be greatly appreciated.
Post edited September 25, 2015 by The_Atomik_Punk