![]() ![]() The thing is though, that technique only works when you design the game for a single aspect ratio (in this case 16:9), since when using any aspect ratio wider than the intended one, the invisible stage wall no longer lines up with the edge of the screen, and is instead set some variable distance inwards. a Drive Impact will ignore your guard if your back is to the wall), so to get around the problem of people having to play "guess where the invisible wall is!", the mid-round "camera" is designed so that the edge of the stage will line up nigh 1:1 with the edge of your screen/the game window/the rendered area. However, knowing where the stage edge is is still -incredibly- important for your tactics mid-match for a plethora of reasons (ex. To explain how playing Ultrawide literally decreases yours odds of winning:įor 2D-gameplay-plane, 3D-graphics fighting games, most stage edges will be an invisible wall rather than a literal one, so that the art team has more room to get creative with the appearance of the stage. Ironically, in this specific case it undermines that by making the odds of the UW player -worse- rather than better, but that almost makes the idea of adding official support for it even -more- egregious. ![]() The criticism in at least SF6's case most certainly stems from how you're asking for Ultrawide support in a game where it would act to undermine the core principal of a competitive game offering an "even playing field". ![]() Here's an attempt to help you understand better, hope it helps: ![]() Originally posted by Dutch Bullet:I don't understand the criticism that individuals who request ultrawide support receive from the Steam community. ![]()
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