God of War’s no-cut camera made adding ultrawide support surprisingly challenging

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God of Warfare’s PC port is an enhanced version of a fantastic game, with a couple of options we like to see on PC like DLSS upscaling, a versatile FPS limiter, and ultrawide help. That final one was a no brainer inclusion for God of Warfare’s builders as they began work on the PC model of the sport, lead UX designer Mila Pavlin instructed me. “I believe that is only a large recreation for the widescreen format,” Pavlin stated. “It has these big vistas, the large sweeping moments, and the cinematics that play to that… So I believe that was one thing that was actually necessary to the workforce, as we had been taking a look at how one can current the sport in the very best approach.” 

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For UI designers, making a recreation work properly in ultrawide consists of some pretty apparent duties. You need to be sure that UI components which are ‘pinned’ to the corners of the display screen in 16:9 aren’t uncomfortably out of view on a 21:9 monitor. However that is simply one of many concerns builders need to cope with to make ultrawide work. The sphere of view at that wider side ratio is usually a large drawback for video games that had been initially solely constructed to help customary widescreen.

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