I am curious how the game behaves when changing the aspect ratio.
I know from YouTube videos that 21:9 gives you maximum horizontal visible area.
From my experience the 21:9 aspect ratio may be good only for games and i dislike everything about it for other purposes.
I am in the process of moving from 16:9 TV aspect ratio to 16:10 proper PC resolution which is much more useful and beautiful, either to a 24" 1920 x 1200 or to a 30" 2560 x 1600 since there aren’t any models in between.
Does Grim Dawn on a 16:10 display shows slightly less horizontal visible area and more vertical visible area of the game ?
Does anyone have a screenshot (print screen) of 16:9 vs 16:10 in Grim Dawn in the same place ?
You’re making a common mistake: forgetting the fact that the camera can be moved closer or further to the character.
A comparison could be made by setting the camera the furthest. But it’s not the distance you will play with.
And the distance you will play with won’t be the same depending on the screen you use.
Ratio can have an impact on FoV but, in most games, it is not the most significant parameter.
Resolution and size of the screen are often more important.
I’ve been using a 24" 16:10 monitor for years now.
I recently bought a 32" 21:9 for gaming and ended up sending it back the day after I got it. I found the extra horizontal space to be a complete waste, especially for isometric type games.
See attached screenshots for 19201200 and 19201080 views of the same location, both taken at max zoom.
GD seems to keep the vertical plane fixed and scales out horizontally, so you actually see more in 1080.
Damn, now I want to be able to zoom out more in 1200
If the developers are listening, we should make a suggestion for Grim Dawn when detecting 16:10 resolution - the game should show more vertical space, which is a rational thing to do.
That way it would compensate extremely well the loss of horizontal space.
Moreover UI elements such as the map in the top right corner on 16:10 resolution, would not only move to the center of the display crowding the screen (like it does now) but would also go up (because of more resolution) and thus leave more free and usable game area.
It would be nice if there was an option / toggle to change scaling from horizontal to vertical. No idea how easy it would be to do.
Having played for a bit in 16:9, though, I can say that 16:10 doesn’t actually lose out by having the horizontal edges chopped off. Even with chars who use SS/Blitz for mobility, in normal play I never found myself clicking in that area of the screen to move around.
16:10 would gain, however, if the scaling changed to fixed width and you had extra screen at the top/bottom. Especially if, like me, you rotate the screen regularly so you are usually moving between NW and NE as you view the screen.
Not that that would be a bad thing, it’s not like you would gain a competitive advantage…it would just be a QoL improvement for 16:10 users IMO.
But I guess they limit zoom for a reason, so maybe they made a conscious decision to scale the way it is currently?
I agree about the toggle from horizontal to vertical. It must be done. It can’t be that hard but we have to wait for developers to tell us.
21:9 with the right rotation of the camera can potentially have a huge advantage in terms of game space when you see what your opponent is doing in PVP or PVE.
The rotation in that case puts the camera in such a way that makes you move from left to right or vice-versa so you have a huge area that you can see.
As far as i know with 21:9 in Grim Dawn not only do you see more but overall you also get a zoom out compared to 16:9.
Just in the same way you with 16:10 get a zoom in despite having the same number of pixels horizontally.
The simplest way to scale the screen on modern games depending on resolution is to have a fixed vertical screen and cut the corners. But that produces a zoom-in overall.
I don’t think it is a conscious decision to scale the way it is currently, but rather how everyone else (developers) do it.
They should definitely make a toggle for 16:10 to give at least the same total area of game space that 16:9 gives but in a vertical plane.
21:9 itself was made to take advantage of the way game resolution scales and monitor makers claim they are the ultimate gaming monitors (like cheating and gaining unfair advantage over other players).
Basically what we ask is for the extra left and right areas on 16:9 to be moved top and bottom for 16:10 in order to have overall the same total game area.
If they fix the game on 16:10 horizontally then you should simply get more top and bottom area to play (the UI elements would go further top and bottom so you would have more visible space to see the environment).
Ultra wide does look nice when you’re watching someone else play. Couldn’t get on with it myself though, too used to 16:10 I guess
Peredur’s first screenshot is a good comparison, you can see the same vertical height by looking at the town gate for reference. It almost makes 16:10 look claustrophobic Thankfully the effect goes away when actually playing as you get immersed in the area immediately around the character.
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.
I agree though, umbral, having the same screen real estate would be a nice option. If anyone from Crate is reading…
Edit: Peredur - yes, mostly play on max zoom I like to SS/Blitz to get around, so viewing distance is important. It also depends on the physical size of your monitor, and hence pixel pitch, as to how large things actually look. My pixel pitch is 0.27 for reference.
It’s an illusion (increased by the fact that I reduced the size of the UI).
If you watch the elements at the top and the bottom of the screen, you can see that the vertical FoV is the same.
Then, the 16:10 screen will have a higher definition as it gets 1200 px vertically instead of 1080 to show the same thing.
An interesting comparison would be if someone could post the same screenshot using a QHD or UHD screen.
I believe the biggest difference would be the screen size.
Ving we should and we will make tomorrow a suggestion in Ideas and Feedback and No-Reply Feedback Section.
Let’s gather all possible evidence to state our case and convince the developers why Grim Dawn should give some love to 16:10 users.
I still have a good 4:3 CRT monitor and the way the game scales with that aspect ratio … claustrophobic is just putting it nicely. It is like you are buried alive in a grave full of zombies !
Is the main character the same size ?
I see his character big and yours tiny, which means the engine not only gives you more horizontal space but also zooms you out.
Both have EXACTLY the same vertical FoV: both begins at the top of the door to the prison and both a bit under the window. There are actual marker showing that the vertical FoV is the same.
But one is a 16:10 so the horizontal Fov is 1.6 the vertical FoV.
And one is a 21:9 so the hFoV is 2.33 the vFoV.
But you’re displaying them with the same width.
Hence you are applying a 2.33/1.6 = 1.46 zoom on the 16:10 screenshot over the 21:9 one.
His character seems about 50% bigger because YOU’re making it 50% bigger.
EDIT : All in all, what you’re requesting is simply the possibility to increase the max distance of the camera, which is already done through a mod.
So, how should our suggestion be formulated to Crate, in order for them to consider applying a different algorithm to how the game is cut on 16:10 and why not for those who still have a 4:3 monitor in their secret old arcade room.
If they make for 16:10 a fixed horizontal rule would that allow the game vertically to show more ?
What i am asking is because on 16:10 the game engine cuts the sides they need to add a rule that makes the top and bottom have more visible game space (more vertical fov), not a zoom out mod.
Imagine this: If your 21:9 increases the game horizontal fov, for 16:10 or 4:3 we need more vertical fov.
If you had more vFoV, what do you do with hFoV? Do you keep it the same and distord the image? Or do you increase it to keep the same ratio?
If you increase both vFoV and hFoV, isn’t it basically zooming out?
What we have seen is that the rule is to give everyone the same max vFoV and to adapt the hFoV accordingly to the ratio. They don’t “cut” anything.