Long story short, I have a Xiaomi 34" 3440x1440 ultrawide that has been my primary display for over a year now. My biggest issue with the transition to ultrawide however if that any games in 16:9 just stretch and look terrible.
While 16:9 (1.77:1) was initially selected as a compromise format, the subsequent popularity of HD broadcast has solidified 16:9 as perhaps the most common video aspect ratio in use.[7] Most 4:3 (1.33:1) and 2.40:1 video is now recorded using a "shoot and protect" technique that keeps the main action within a 16:9 (1.77:1) inner rectangle to facilitate 16:9 conversion and viewing.[8] Conversely it is quite common to use a technique known as center-cutting, to approach the challenge of presenting material shot (typically 16:9) to both an HD and legacy 4:3 audience simultaneously without having to compromise image size for either audience. Content creators frame critical content or graphics to fit within the 1.33:1 raster space. This has similarities to a filming technique called open matte.
Try to set up display or in video card to a more normal resolution that might work better with this game which will work in centre of screen. In start of Ultra Wide Displays with 21:9 dimension there where also issues where things either looked stretched out or had black boarders added to keep a 16:9 ratio in some games. Super Ultra Wide is a larger version of 21:9 dimension display. You could also try out run game in Borderless Fullscreen to avoid getting dimension that look strange on a larger screen.
This said: The UI and the movies might well be adapted to be played unaltered but fitting to screen, not stretched but limited by the lowest cap, I do not mind seeing my characters scaled down in the selection screen so they fit, nor do I mind a bar or sideblocks in a 16:9 encoded film when I can watch it properly. Not seeing the top and bottom 25% is a bit annoying though.
Yes, universal movies for all horizontal screens would probably be 120:90 in proportion (so 12:9 or legacy 4:3) in size with a heigth of the height part of the proportion in the screen, so no loss of view would arise, stretching the sides to 160:90 (so 16:9 proportions) would allow for a 1080p/1440p/4K/8K picture but it should be noted the both sides would not be visible on legacy 4:3 or 16:10 monitors (horizontal cropping) or both 4:3 and 16:10 could have small black bars on top and bottom (vertical cropping), which is no huge problem at all. Double and triple setups would use the basic 16:9 videos and cut scenes, maybe with an added feature placing the video on the left or right screen or the center to have less interference from bezels, this would allow for complete visibility of the movie without loss , and I mostly use the huge screen area more for immersion during gameplay.
So sizes of the character on the character select screen, and video sizes would be deductible now:So on my 32:9 5120 x 1440pixel screen, the size of the character should be 1440x1440pixels (max, so Charr and Norn) and video 16:9 so 2560x1440So on the 21:9 2560 1080pixel screen, the size of the character should be 1080x1080pixels (max, so Charr and Norn) and video 16:9 so 1920x1080So on a normal 16:9 1920x1080pixel screen, the size of the character should be 1080x1080 pixels (max, so Charr and Norn) and video 16:9 so 1920x1080So on a huge 21:9 5k2k 5120x2160pixel screen, the size of the character should be 2160x2160 pixels (max, so Charr and Norn) and video should be 3840x2160So on a legacy 4:3 1600x1200pixel screen, the size of the charatcer should be 1200x1200pixels (max, so Charr and Norn) and video should be preferably: 1600x900 with bars or alternatively: 2133x1200 with clipping
BUT content could be fixed easily for the pictures.... 32:9 seems like half of a 16:9 screen, however if it is just handled like a normal screen and a 1080 or 1440 or 2160 height limitation would be in place the chracters would be rendered without corruption.... the height is the limiting factor , the width seems important but on a single 49" screen or 2 or 3 27" screens even on 2 24" screens you'll have plenty to watch on a screen if it fits . looking at the knees to the neck of my characters feels... well.... lacking...
Interestingly, not all games seem to scale the same way. Elite Dangerous, for instance, keeps the same horizontal scale and chops off the top and bottom when going from 1200 @ 16:10 to 1080 @ 16:9. They must program specific detection for different aspect ratios, because when you have ultra wide it obviously scales differently.
The maximum video recording length depends on the mode, settings, and model of your GO 3. You can view the estimated total recording time on the screen's top-left corner at any time.For example, the 64GB model can record roughly 2 hours and 50 minutes in Video mode at 1440P/30fps in 16:9 resolution. Recording time may increase if the subject is not well-lit, as it reduces the bitrate and uses less storage.
Ultrawide gaming monitors can seem excessive compared to regular 16:9 gaming screens, especially when their demanding resolutions often require powerful and expensive graphics cards to make the most of them. Once you try one, though, there's no going back. I've been a big fan of ultrawide gaming monitors for years now, as their extra screen space not only makes them great for juggling multiple desktop windows, but supported PC games also look uttery fantastic on them - and to prove it, I've put together this list of the best ultrawide games on PC.
Just look at ALL. THAT. SPACE. It is truly one of the most beautiful things I've ever seen in a strategy game. I love watching my little dudes scuttle across the screen like ants going about their daily business, and it's immensely satisfying to gaze down on my little creation and see almost everything at a single glance.
As I said earlier, space games are 100% more epic when played in ultrawide, and for me, No Man's Sky is the ultimate kind of space game (sorry Elite Dangerous fans). I just love the feeling of touching down on a brand-new planet and hopping out of my space ship to go and explore. There's no telling what's out there, but in ultrawide, you know it's going to be infinitely more epic than regular old 16:9.
In its defence, it's not really all that different to what Rockstar has done with Red Dead Redemption 2's plentiful supply of cutscenes, which also slide back into 16:9 mode on a regular basis. Besides, the rest of the game still looks mighty fine regardless - although I'll fully admit that there's some pretty funky depth of field effects going on with stuff in the background in Yakuza 0, which can sometimes make everything look a bit low res.
Another one for fans of infinitely wide horizons, The Long Dark looks absolutely gorgeous on an ultrawide monitor. Its wintry forests and mountains just keep on going on forever and ever in this kind of aspect ratio, and for me it really emphasises the fact that, yes, you really are alone out here and no one is coming to get you.
Of all the games on this list, Everybody's Gone To The Rapture definitely makes for the best GIFs. I just love gawping at Yaughton's country lanes and village greens, especially when those playful beams of memory light zig and zag across the horizon. It's a beautiful thing to watch, and it's made all the more lovely by watching it in ultrawide. Truthfully, though, it was that very first scene that sold me on Everybody's Gone To The Rapture's ultrawide promise, as watching its 16:9 illustration window fade into its much larger game world sent proper shivers down my spine.
Yes, there's a fair bit of warping going on at the edges, but cor, it's still stupidly pretty regardless. It's not just up in the watch towers where Firewatch shines in ultrawide, either, as there's still plenty of lovely naturey goodness to be found down on the ground, too. Like these gorgeous god rays peeking through the trees.
Competitive esports games are one example. Ultrawides remain controversial in this arena because a wider field of view can be a competitive advantage. Player complaints have forced most competitive games to support ultrawide monitors, but support may come with problems like an odd perspective or an unwieldy interface. Gamers serious about going pro should stick with 16:9, as professional competitive scenes rarely let players use an ultrawide monitor.
So, in that case the pixel ratio is actually 1.o and not 1.33 like in my article which referred to a different camera format (14401080 with rectangular pixels) which simulates a 16:9 display format.
Features: Armed with a 1080p 144Hz panel, the 24-inch AOC 24G2 makes up for its lower pixel density with a snappy 1ms response rate. That boon is going to appeal to budding esports enthusiasts looking for faster visuals, but the IPS screen will serve respectable visuals across all genres, even if it's not the highest spec model around. Sadly, one thing it is missing is HDR compatibility of any kind, so keep that in mind if you're privy to turning the setting on,
Verdict: If you're in the market for a 1440p monitor, the ASUS TUF VG27AQ is going to absolutely fill the brief. It does admittedly look a little soft if you're used to using 4K screens, but otherwise, it's got excellent visuals and speed on its side. As a side note, its matt finish might not be for everyone, as you can see a sort of sheen when lighter images are displayed.
Performance: Immersive on multiple levels, the UltraGear 45GR95QE's panel both envelops you visually and feeds your field of view deep colors. It's not a deal breaker, but if you're used to using a 4K screen, it's worth reiterating that the LG UltraGear 45GR95QEh is only 1440p. That normally wouldn't matter so much since OLED displays can distract from that fact, but it's 45-inch stature means QHD looks a little bit softer than usual. Still, you'll only notice this if you don't heed your mother's advice and sit back a bit from the monitor, and it's still a stunning display even at half the resolution of flat alternatives.
Verdict: The LG UltraGear 45GR95QE is without a doubt one of the best curved displays to come out of 2023. The experience it provides is arguably the closest thing you can get to VR immersion without sticking on a headset, and we struggled when swapping it back out for a conventional monitor. As with many premium screens, price is what sort of dampens the overall product, but that's not going to be an issue if you're in the market for this calibre of display.
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Read more: LG UltraGear 45GR95QE review