If I had to name my favorite developers today, they would likely be Ubisoft, Quantic Dream and Don't Nod. A few years ago, before my PC began to struggle to run the latest games, I could happily say I've completed every one of Don't Nod's games. From there, it should come as no surprise that I'm releasing another fix for their latest! Not only was I personally interested, but I also saw the reports of ultrawide issues and received a request from a supporter. At least one of the patrons owned the game, so that too played a role in pushing me to not delay.
As for the issues, they are pretty quirky and first reminded me of Jusant before I saw the code of the game. The cutscenes and the main menu are pillarboxed to 16:9 but the main view is pillarboxed to literally 21:9, like Death Stranding and Monster Hunter.
Thankfully, upon looking at the game and the code, I found that it didn't have the Jusant issues of reducing the FOV while pillarboxing the same scene. In fact, the game's reliance on the default engine functions allowed for a straightforward solution, even though the generic fixes from Lyall I had suggested to a WSGF user were reportedly of no use. Maybe I would have struggled a lot if I were going purely by the patterns, but I went by my usual approach of investigating from scratch using the prior knowledge.
I tested the fix at 21:9 and 32:9, but on the code level, I tried to make sure it works for anything, including 16:10 and 48:9.
Rose
2024-02-13 13:51:45 +0000 UTCOnkelJupp
2024-02-13 13:49:06 +0000 UTC