I have a triple monitor setup right now, but am thinking of trying a single ultrawide monitor. What is your preference?

  • Hucklebee
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    26 months ago

    As someone who dabbled in gamedev (no expert though), I would find it hard to find a solution for the UI problem. The base of many UI implementation is always a reference screen resolution where stuff gets resized and/or stretched according to the width of the monitor. So if a minimap is, let’s say, placed 40 pixels from the edge of the screen, it will always be 40 pixels from the edge of the screen. Creating custom UI’s for every resolution would be really timeconsuming.

    Maybe some day it will be the standard that you allow people to customize the UI and drag things around themselves. But for now, such systems are not readily available in game engines and would have to be custom built.

    • Turun
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      16 months ago

      Most games are apparently built like this. But there are two solutions: as you’ve said, making the UI configurable is one of them. (In KSP you can move the navball left and right on the bottom edge of the screen) Or the UI placement can be made with modern ultra wide screens in mind. W.g. the minimap is placed 40px from the right edge, unless the screen is an ultrawide one, then the UI is restructed to a box that is equivalent to a 21:9 (or 16:9) screen.