3 ms·
> This shows you a lot more of the game world than you’d get in the standard 4:3 mode, but you can see that all of the 2D elements in the scene are displayed wi
by golergka 5y ago
> This shows you a lot more of the game world than you’d get in the standard 4:3 mode, but you can see that all of the 2D elements in the scene are displayed with the wrong aspect ratio. This lack of aspect ratio correction for 2D elements is common to most widescreen games of that era.
In my experience, building game UX for non-fixed aspect ratio requires a different and much more complicated architecture from the very beginning, so I would be quite surprised if any game developers of console titles in the 90s managed to do it. Even with modern game engines and layout tools proper support is still a headache.
And BTW, game UX is pretty different from the usual business app UX: you have a LOT of images that take up tons of texture budget (which you can save by slicing it up in creative ways) and you can't just stretch them: you have to anchor things up in pretty complicated ways. And once you add localisation, support for far-eastern languages and cultures (which have a different design language) and RTL, things get really interesting.