Resident Evil 3 remake (was the most recent), Fallout 4, Ace Combat: Skies Unknown, Far Cry 5, Sniper Ghost Warrior 3, just to name a few. I've had issues with a lot more. But my memory isn't too great.
A few there's fan made patches for. But the UI is usually messed up.
Resident Evil 3 has native ultra-wide support, but requires mods for super ultra-wide support.
Sniper Ghost Warrior 3 has native ultra-wide support according to PC Gaming Wiki?
There are mods for the others.
But you can always play unsupported games at 2560x1440 rather than 3440x1440, as that's the same size as a 27" monitor.
And let's not ignore that many games don't scale their UI properly to 4K either. For those games you need the display to be at least 46" in size (96 PPI is what Windows was built for).
Even Windows has problems with 4K monitors if they are not 23″ (200% scaling) or 46″ (100% scaling).
At 27″ you need to use 175/150% scaling and 150/125% at 32″ - at least if you want things to be at roughly the intended size on the display.
Those non-integer scales (1.75×/1.50×/1.25×) mean that any application not built to support DPI scaling will be blurry on the monitor.
It's either that, or you use the display at the wrong scale and things are much larger (200%) or smaller (100%) than they should be.
I have an ultrawide right now (Acer Predator 34, 3440x1440 100hz), but my next monitor is a 16:9 LG CX 48 (4k 120hz OLED Gsync) which will basically be like my ultrawide except a little wider and a lot taller.
I have certainly been tempted by this - though I am a bit concerned about the height on my desk now. It wouldn't be the first time I've had a display that size as a monitor, but I've picked up some neck issues in the intervening years.
The problem with that comparison is that many games don't let you adjust the 16:9 FOV enough to match a 21:9 display's FOV - particularly third-person games.
Whether ultrawide or large 16:9, the restrictions developers place on things like FOV in their games is so frustrating. Many games don't allow for the 122° horizontal (74° vertical) that I prefer on my monitor, maxing out at 110° or less.
I cannot stand ultrawide for gaming. I have a 5120x1440 and it's great on my racing rig, but I would never use ultrawide for other games.
That's a super ultra-wide display (32:9 rather than 21:9) but I'm curious as to why that is.
Personally though, I do think that 21:9 is the sweet spot for aspect ratios. It matches most films, so they fill almost the entire display, and I find that it's quite evenly matched to my vision.
- With a 16:9 display I am limited in how close I can sit comfortably by the display height. When I sit as close as I comfortably can, there's a lot of empty space on either side of my vision.
- With a 32:9 display I am limited in how close I can sit comfortably by the display width. When I sit as close as I comfortably can, there's a lot of empty space on the top and bottom of my vision and the display is perceptually smaller than 16:9.
- With 21:9 the comfortable range for how close I can sit is quite evenly-matched along both axes and it fills a good portion of my vision. It ends up the same height as 16:9 but fills out the sides.
Oh shit, someone figured out a way to get ultra-wide resolutions working in
Sonic Mania? I might have to play through it again.
I wonder if anyone has figured out how to do that for
Sonic CD now too (and remove the bilinear filter).
I'm waiting on 5k2k ultrawides to be more prolific.
My dream display is a 58" 5160x2160 120Hz OLED TV (well technically a
dream display would be 10240x4320, but I'll take 5K2K).
I wish that LG would start producing ultra-wide TVs.
Since there are a lot of people with ultra-wide experience in this thread, I've been wondering about something.
I hate pincushion distortion, which is commonly described as the fish-eye effect from high FOVs. Unless I'm mistaken, an ultra-wide display is only going to make this distortion worse, because you can see more horizontally. This makes anything on the edges get stretched and warped. You could lower the FOV, but then you're essentially matching 16:9 FOV horizontal space, while losing vertical space. And I haven't seen enough research into whether curved displays make this worse, or help.
This distortion is generally caused by using too-high an FOV for your current display size/viewing distance.
But a lot of that distortion is right in the corners of a 16:9 display, which you don't see on the 21:9 equivalent.
The claims for curved displays are exaggerated on both sides.
- It doesn't really do much to help against this kind of distortion.
- But it also doesn't prevent you from doing image editing or things like using Excel (I recently saw someone claim that on this site).
The main benefit is that it keeps the edges looking more uniform (brightness/color shift) and makes it more comfortable to sit closer to the display compared to flat screen of the same size.
I have seen some people using smaller 21:9 monitors on their side for very tall vertical monitors, and I don't think you'd want to do that if it was curved. That's probably the main downside.
I wish games let you choose the aspect ratio for pillar boxing and letterboxing. I often play on a 3:2 ratio laptop which is fantastic for development but rather tall for gaming. I'll end up switching to 1080p or 1440p just to force the borders.
Can you not just create a custom resolution which is your display's width but the height matches 16:9? For example: 3000x1688 on a 3000x2000 display.
Do any of you opt for borders to get a wider view on non wide display?
It's not what you asked, but I did find that I prefer to play some games in 16:9 or even 4:3 on my 21:9 monitor because it pushed the UI out too far toward the edges of the display.
It's generally fine for first/third-person games, but many strategy games like
Civilization V have UIs which are built to appear on either side of the display, and it was too much going back-and-forth from either side of the screen. It would be a nightmare to play that in super ultra-wide.