People have come and gone, and I absolutely appreciate every bit of support via any medium, but this post is to thank those who have remained.
Most of you have been here since 2021, and some communicated with me over the years. It shows how much you care!
Even if you are relatively new, that too shows your commitment!
Your support is still part of the reason I keep things going. After over 100 (or possibly 200) solutions released, the need to maintain them, the task of runni...
2023-08-01 19:59:32 +0000 UTC
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Remember my post saying that we're about to see more games on UE5 and in need of my fixing? Remnant 2 must be the biggest to date. Although it doesn't neglect ultrawide users at all, there is at least one imperfection that the community wanted fixed. It's the pillarboxing of the cutscenes.
Upon closer inspection and from removing the black bars, I found that this also reduced the FOV - something we've come to expect from an Unreal Engine game set to the engine default of vert- aka XFOV....
2023-08-01 19:37:21 +0000 UTC
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After a request from a supporter wishing to have a fix for the DirectX 12 mode - a feature absent from the Lazy Aspect Fix, with its creator saying it's never to be - I got the game to try and help out. What transpired was a bit of a nightmare, but I'll try to keep it brief!
The first thing I noticed was the extremely restrictive anti-cheat that cr...
2023-07-31 06:03:10 +0000 UTC
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I don't know anymore whether it's a good or a bad sign when a game is sticking to the basics in its scaling behaviors and code. It allows me to follow my general trusted approach to Unreal Engine 4, but what's challenging in that?
I think the ideal would be something in the middle of that and tough, but for now, here is a fix for the newest Telltale game actually developed by Deck Nine. It should address the WSGF request and I'm also removing the black bars for 16:10 and similar aspect ...
2023-07-27 23:03:19 +0000 UTC
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It's my birthday but as on past occasions, why not celebrate by creating a fix? The latest outstanding request was from the Remedy dev behind the unofficial patch for Control, and he was even looking to offer a bounty for it.
The request was for Batman Arkham Knight, and as it turned out, the game was much like the Saints Row games that not only reduce the field of view at the cutscenes but also simultaneously pillarbox, although only some of them in this case.
The game is on Unre...
2023-07-02 01:10:10 +0000 UTC
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One of my favorite developers has been Don't Nod ever since I played through the original Life is Strange. Subsequently, I even have finished every single game from the developer. As the world waits for Banishers, their next big title recently shown again at the Summer Fest, Don't Nod also managed to release a smaller-scale game.
Harmony: The Fall of Reverie is essentially a visual novel and not much like the other works of the developer, however, it's still expected to be strong in the...
2023-06-09 22:28:17 +0000 UTC
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Yesterday I got a message from one of the moderators of /r/ultrawidemasterrace, asking if I could have a look at Halls of Torment. I'd never heard about this game, but apparently it had a demo, so I decided to give it a try before buying the full version.
It was on an unknown engine, but from looking at the strings in the code, I could tell it's probably Godot. Prior to that moment, my only experience with the engine was from helping a friend test 2023-05-29 12:58:50 +0000 UTC
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I saw Illfonic as one of the worst offenders in relation to ultrawide. Not only have they shipped games without any ultrawide support, but they also protected their games with Easy Anti-Cheat, preventing any user-available modifications.
Personally, I was really into the franchises they built their games around, but I couldn't get myself to buy Friday the 13th or Predator due to the games being so hostile to ultrawide users.
A step in the right direction, probably by coincidence, ...
2023-05-22 06:52:08 +0000 UTC
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If you remember, a while back I made a fix removing the letterboxing in the remastered version of Saints Row The Third.
Then just recently I got a request for a similar solution for the original released in 2011. I don't really know how the majority of gamers feel about the remaster and ...
2023-05-16 07:51:17 +0000 UTC
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Unity is quite scalable when it comes to FOV, but lately we've been seeing quite a few Unity games pillarboxed to 16:9. In light of that, it's a surprise that Ravenlok not only scales the FOV properly but also doesn't even require any third-party tools like Borderless Gaming. It just supports 21:9, 32:9, and 48:9 resolutions out of the box.
However, past that comes the common Unity issue of UI not scaling, with elements being big, misplaced, or outright out of view. As you know from all...
2023-05-04 05:49:27 +0000 UTC
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I spent some hours digging into the game yesterday and found that the black bars at the cutscenes are done not only by constraining the aspect ratio but also via an overlay/texture. It makes absolutely no sense to do both at once but that's how it is. I got rid of one layer but then finding the overlay element in the pile of code is quite tough, as there is nothing to go by. The game being always-online does not help either, as it just disconnects if I freeze the process to get more time to l...
2023-05-02 18:12:18 +0000 UTC
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Back when I got my PC along with my first ultrawide monitor, Nvidia was doing another promo and so I got Gears 4 for free. I soon ended up playing it as my first ever Gears game and I even shared a screenshot with r/ultrawidemasterrace, which was liked enough to be on its front page.
I finally got to the original Gears just a year or two ago via Gears of War: Ultimate Edition in co-op with a friend. It even supported 21:9 out of the box!
And then just yesterday someone on WSGF mad...
2023-04-20 16:59:26 +0000 UTC
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On the WSGF Discord, there was a very specific request asking for a fix for Skyrim Special Edition. The person wanted to be able to adjust the FOV of the main view and the weapon as seen in the original Skyrim script of Flawless Widescreen.
As usual, I first suggested trying the existing solutions, but the user said that none of them persist after dying or the restarting the game. The person also didn't want to ...
2023-04-18 16:01:19 +0000 UTC
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After fixing The Sinking City and then Sherlock Holmes Chapter One, could I have missed the latest game from the developer?
On a few occasions over the past weeks, I looked at the demo to test the waters and see how much I can achieve in preparation for the full game. The game is on Unreal Engine 4, though on its more recent version, so it should have been familiar.
It turned out to be both that and not, as it didn't take very long to reach the FOV code, but finding the black bars...
2023-04-12 09:41:41 +0000 UTC
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Before I had the game, I thought that fixing it would probably be a simple task, considering that I had fixed the pillarboxing and FOV of the original in 2019 and then the weapon model scaling a year later. Moreover, as you know, I always take extra time to make my solutions as resilient to updates as possible and I try to write notes on my findings so that revisiting a game is not as hard as starting anew.
Well, this enhanced edition rendered the past findings completely unhelpful! The...
2023-03-12 16:42:44 +0000 UTC
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My first look into this game was in 2020, when I found a way to remove the black bars from the cutscenes but only along with the rest of the UI. I even began playing through the game and just toggled the fix manually for each cutscene. I didn't like the game, so I abandoned it, which was out of character!
Fast forward to just days ago, and there was a request for a fix for the cutscenes. I downloaded the game and this time started my research from scratch. Interestingly, I landed in th...
2023-03-01 08:27:01 +0000 UTC
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Over the past weeks, I have looked into a number of games. I'll briefly go through the main few.
My research into Monkey Island 2: Special Edition wasn't too fruitful, as I found the original resolution in the code but could not get the game to fill the screen without stretching. It appears that the game has just a few scenes that are scrollable, meaning there is no content to show at the others, but I still wish I could have done more without investing too much time.
I then loo...
2023-02-20 03:18:50 +0000 UTC
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According to PCGW, this game supports ultrawide and multi-monitor resolutions without limitations. In practice, like a few other Unity games, it merely defaults to your current desktop resolution but permanently locks to its supported resolutions if you touch the resolutions slider in the options.
I downloaded the game and documented a workaround in response to an inquiry on Discord, but I think it wouldn't hurt to make it into a proper guide that can be preserved.
So if you do ...
2023-02-09 16:51:27 +0000 UTC
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I originally wanted this to be in my quick and incomplete Detailed Report but realized that, as with Dead by Daylight, the less this developer knows, the better. They are notorious for being one of the few that not only have vert- scaling in all their games but also do their best to prevent us from improving the situation. They utilize Easy Anti-Cheat and take steps for the games to not be able to read anything...
2023-02-05 16:14:08 +0000 UTC
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- Around the release of Midnight Suns, Lyall mentioned it having anti-tamper protection, to which I replied that it's fine if it's Denuvo as reported.
- Shortly after, Lyall showed images of the game exiting upon attempts to debug it or attach to it.
- Some time later, a user from a different forum discovered a way to kill that protection but also believed it to be Denuvo.* Lyall used their findings to release an ultrawide fix for the game, but there were re...
2023-02-04 03:16:37 +0000 UTC
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This will be a short one!
When working on the mod for Chained Echoes, on the WSGF Discord I said "Fixing all the other Unity games should be like a walk in the park after this one".
Going by We Are OFK, that was definitely not true for all games, but addressing Valfaris was quite straightforward.
I installed it right after the request on WSGF and I soon found the ...
2023-02-02 00:19:50 +0000 UTC
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This little narrative-based game first piqued my interest when it was shown at The Game Awards, prompting me to put it on my Steam wishlist.
It was released in August and I got it on the next day, which was extremely uncommon of the patient gamer in me! Sadly, it was much like The Quarry and some others in that it was windowboxed at 21:9 and wider.
As you probably know from my Chained Echoes post, my knowledge of Unity was decent and sufficient for regularly producing fixes but ...
2023-01-27 18:35:33 +0000 UTC
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Just a follow-up to my previous post, as I came to a revelation last night, which allowed me to upgrade the quick solution to something proper and easier to use.
I think this makes it the only working solution for the FOV issues in the game. It doesn't touch the function found years ag...
2023-01-06 08:15:14 +0000 UTC
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A supporter asked for a working Far Cry 4 fix, so I produced a relatively quick one. It mimics the outcome of that by jackfuste and it's based around the same function. Perhaps notably, the jackfuste fix happens to have been once updated following my own expressed support of a request back when I wasn't actively making ultrawide mods just yet.
The application of the fix is not as straightforward as I would have liked, so for now I shared it as a Mega link on Ko-fi and I'm also attachin...
2023-01-05 13:05:24 +0000 UTC
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As you know, I was already familiar with Unity and had done a lot of research into it, some of which was carried over to third-party solutions via the authors having examined my patchers.
And yet my usual way of pure assembly was not really good for interacting with the game components or their instances in real time. Even modifying the game code in C# could go only as far as modifying it before runtime.
Seeing the more nuanced approaches by PhantomGamers and Lyall made this eve...
2022-12-30 05:37:01 +0000 UTC
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Can you guess why the title is what it is?
I feel that although I have been very active throughout the year, the main difference from last year is the solutions released by the other members of the ultrawide (and wider) community.
There were multiple new fixes released by PhantomGamers, Lyall and czarman, as well as HaYDeN, who had become active last year after about 4 years of inactivity and even after his site going down for a while. Although the number of new fixes from HaYDeN...
2022-12-24 06:20:17 +0000 UTC
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Originally, this was going to be in my end of year post but as I wrote it, I realized just how long it was getting. I think I counted over 40 solutions! Here is the breakdown!
The very first solution was not particularly striking, as it was for a rather unique Unity game called The Pedestrian.
The second one was much more interesting - 2022-12-23 23:27:02 +0000 UTC
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On WSGF, Denka and I were the first to report on this game's seemingly perfect ultrawide support, and I was so happy to see that in an Unreal Engine game, that I ended up covering it in a Detailed Report.
I was concerned about the base FOV of 70 but 2022-12-18 03:40:22 +0000 UTC
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If you had to guess what is the worst kind of scaling behavior for ultrawide, what would it be? Reducing the FOV (vert-)? Pillarboxing or windowboxing? All wrong in relation to this game that felt like deja vu, as I had already dealt with a very similar behavior in Saints Row 3.
As in its predecessor, the game cutscenes are a mess to put it mildly. Natively at 21:9, the game windowboxes the cutscenes and simultaneously reduces their field of view compared to 16:9. At 32:9 and wider, or ...
2022-12-10 14:58:00 +0000 UTC
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The Halo Master Chief collection was updated yet again, and that broke my fix for Halo 3 OSDT. It took some rummaging through the game code to locate the previously targeted function, and the broken state was definitely not my fault, as the area indeed had a new function in place, making it impossible to have predicted it.
After I address...
2022-12-08 19:55:13 +0000 UTC
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