I'm a dev working mostly on third person games, and I'd like to support ultra-wide in my game. I want to prepare for it from the outset, and I figured it might be useful for other developers too.
Which games do a good job with this? I mostly work on third person games with relatively high cameras, so closer to Mario 3D World than Assassin's Creed. This seems like an especially difficult camera angle to get right without a lot of camera micro-management from the player. Is ultra-wide mostly intended for first person games and close range action games played at a desk?
- Any games in particular that allow ultra-wide, but are too badly optimised to play like that?
- Do any third person games do a good job with a camera above head height?
- Do HUDs go to the corners or float around the middle of the screen? The corners seem like a bad idea if you have to turn your head.
- 32:9 vs 21:9 - which aspect ratio should I be designing for? Are 32:9 monitors common?
Any general suggestions of tips or resources would be good too.
Which games do a good job with this? I mostly work on third person games with relatively high cameras, so closer to Mario 3D World than Assassin's Creed. This seems like an especially difficult camera angle to get right without a lot of camera micro-management from the player. Is ultra-wide mostly intended for first person games and close range action games played at a desk?
- Any games in particular that allow ultra-wide, but are too badly optimised to play like that?
- Do any third person games do a good job with a camera above head height?
- Do HUDs go to the corners or float around the middle of the screen? The corners seem like a bad idea if you have to turn your head.
- 32:9 vs 21:9 - which aspect ratio should I be designing for? Are 32:9 monitors common?
Any general suggestions of tips or resources would be good too.