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The Ascent ultrawide and wider solution, FOV changer

Another day, another funny story of how developers think of ultrawide. There have been many posts inquiring about The Ascent supporting ultrawide prior to its release, culminating in the developer first talking about "letterboxing", then posting a photo of an ultrawide monitor with the game filling the screen and saying "We figured it out :)".

I guess if it fills the screen, it's good enough, right? Obviously wrong!

The game was released pillarboxed to 16:9 at the menu, the character creation screen, with the cutscenes being anamorphic 21:9 (small bars at 2560x1080, worse when wider), and most importantly, with the gameplay field of view decreased.

I applied my very recent Omno and past Unreal Engine 4 findings to the game and then struggled for a bit with the FOV overcompensation at the cutscenes before finally addressing all of the issues for perfect vertical per-scene FOV matching to 16:9.

Some people have edited PCGamingWiki to claim the game supports ultrawide (probably based on the developer claim) but hopefully my screenshots and trainers put the matter to rest.

The Ascent ultrawide and wider solution, FOV changer The Ascent ultrawide and wider solution, FOV changer The Ascent ultrawide and wider solution, FOV changer The Ascent ultrawide and wider solution, FOV changer The Ascent ultrawide and wider solution, FOV changer The Ascent ultrawide and wider solution, FOV changer The Ascent ultrawide and wider solution, FOV changer The Ascent ultrawide and wider solution, FOV changer The Ascent ultrawide and wider solution, FOV changer

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