Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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PostPosted: 10 Aug 2018, 19:40 
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hopefully someone can remove that


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PostPosted: 10 Aug 2018, 21:16 
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Joined: 10 Aug 2018, 21:15
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Uhm, the whole game is 16:9 cropped in 21:9 resolutions.

It feels way too tight and zoomed in. I'm thinking about playing this game with a controller on my TV (a first person game smh)

Increasing FOV doesn't help because it causes fish eye.

We need a proper patch for this game. 21:9 at the moment is a no go !


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PostPosted: 11 Aug 2018, 11:16 
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Joined: 19 Aug 2010, 23:05
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Actually playing it fine on 5844 * 1080. Hud is side located and the cutscenes are zoomed in as said before.
I was able to push FOV to 130 by modifying game.ini file setting.
It's Unreal Engine so i'm not surprised to see poor widescreen compatibility.


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PostPosted: 12 Aug 2018, 17:39 
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If you can modify ini files don't try increasing the FoV but try to switch FoV based axis from X to Y.

Something like that:

Open the "UDKEngine.ini" the the Folder "\UDKGame\Config" Edit the X in

Quote:

[Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV

to a Y

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PostPosted: 12 Aug 2018, 20:38 
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Joined: 19 Aug 2010, 23:05
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Can't find that directory. Where is it located ?
Btw, your avatar seems to screw entirely the display. It appears soooo big.


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PostPosted: 12 Aug 2018, 21:51 
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Or try in Documents\My Games\We Happy Few\Config\WindowsNoEditor open engine.ini then add

[Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV

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PostPosted: 23 Nov 2018, 06:34 
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Joined: 19 Apr 2008, 22:46
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I ended up adding the following to ..\Documents\My Games\We Happy Few\Config\WindowsNoEditor\Engine.ini

Code:
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

[/script/engine.renderersettings]
r.ViewDistanceScale=5
r.SkeletalMeshLODBias=-1
r.StaticMeshLODDistanceScale=0.05

[SystemSettings]
foliage.LODDistanceScale=10

For some reason, changing AspectRatioAxisConstraint from X to Y results in a severe reduction in draw distance and LOD distance. The above fixes most of it.


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