WEBVTT

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this 86 in LG Ultra stretch is so wide

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that it makes so-called Ultra wide monitors look downright Square by

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comparison with just 600 vertical pixels

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no support for HDR and a pedestrian 60

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HZ refresh rate it's meant more for digital signage than for gaming but when

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we saw this on Facebook Marketplace we knew we had to try it anyway widescreen

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gaming was particularly challenging in the early days but even now some games

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struggle beyond the standard widescreen aspect ratio of 16 by9 so you must be

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asking yourself how are they going to handle something that is 3.6 times wider

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look at that High Fidelity Graphics there wow as you just saw in some cases

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disastrously but in other cases surprisingly well and a shocking number

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of games even ones that are older than the last 5 10 or even 20 years were able

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to handle this aspect ratio with a relatively clear unstretched picture

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like this relatively clear and unstretched segue to our sponsor War

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Thunder experience pure vehicle combat immersion thanks to over 2,000 true-

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tolife war machines to control and wreak havoc with click the link below to score

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some bonus items too first up I just want to say you guys outdid yourselves

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with the setup here we wanted to illustrate just how wide this thing was

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and Tanner not only grabbed the widest deskpad available at LTC store.com but

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also built a keyboard oh no I didn't build this this was built by uh I forget

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the guy's name the company name is piy uh he did a limited run of these and

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actually sent us his personal Prototype at a pixel count of 3840 by 600 it's a

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little over one quter of a slice of a 4K

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display making this a very unusual piece of digital signage but what makes a

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display signage instead of a TV or a

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monitor well for one thing the price uh in instead of costing in the 30 to 40

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cents per square inch range like a basic monitor or a TV this costs over

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$3.50 per square inch that's about eight times more so while the actual screen

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area of this is less than that of a commodity 55in TV it costs

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$4,000 now I could tell you that oh but

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that's because they use a special panel technology or exotic screen or something

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like that but unfortunately that would be a lie it uses the same fundamental

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IPS panel Tech that you've seen from LG display for decades with at most some

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more resilient driving Electronics in order to handle a heavier duty cycle and

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probably more importantly a warranty that covers commercial use so then why

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does it cost so much well there's the warranty support but also a handful of

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features that provide meaningful value to businesses but that consumers don't

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necessarily need so LG can hold them Ransom if you don't pay the signage tax

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like the robust support for picture by picture picture in picture the support

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for control over serial control over Network various signage Network

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protocols and support for both DisplayPort input and DisplayPort pass through

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that last feature pairs really well with simplink which is a protocol for

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connecting you directly to the wallet of your audience on

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twitch I'm just kidding uh simplink is pretty much CC and allows multiple Daisy

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change displays to be controlled with a single remote oh and I would say the

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software is another area of improvement

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would you look at that the same web OS you know and love except home screen

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completely devoid of ads it's got other

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cool stuff too like input failover the ability to export and import settings so

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that if you need to reset the device you don't have to around and tediously

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adjust every setting and every submenu and it can even send you an email if

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something goes wrong so if all that sounds great and you really want one of these we're going to have it linked

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below like we always do but enough chitchat let's see how it games oh my

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God the ergonomics of the setup are not great it's a lot of blank space I went

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into the display modes cuz I was noticing there was a lot of motion blur

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um and I was thinking oh is there a gaming mode no but if I need

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Transportation mode or uh government mode or Mall mode those are conveniently

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available for me I like Transportation mode Let's Do It makes it look like

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you're on a bus that didn't change much it's a little warmer I got to say this

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pixel density not great nope it's not fantastic you can really make out the

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individual pixels cuz this would be equivalent to probably what like a 75 86

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in TV if it wasn't just all long no no

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it no no because 86 in corner to corner 84 time whatever 16 / 9 *

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84 a number pixels per inch is 46 so

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what's a 27 in 1080P monitor 81 ah and

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that's already at the lower end of what I would want to use for desktop use okay

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well that explains it that's not even as distorted as I kind of thought it would

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be he looks so lonely though there's no

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doubt that when you're this close to it and you're focused on what would be the

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normal size of a monitor it not only looks fine but it actually

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is a little bit more immersive however

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when you withdraw a little bit and pay attention to just how distorted things

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get toward the edge of the frame look at my buddy here I'm doing battle next to

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wide Putin did you see that

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scoping like this much actually kind of

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immersive hey hey hey hey hey hey get get get out of here

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sorry sorry sorry sorry sorry sorry sry overall I think the most remarkable

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thing about this game is how unremarkable the process was to get it working I launched it and it immediately

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worked is it providing a great gaming experience no not really but the

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problems that I'm having are mostly related to its mediocre specs I mean 60

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HZ slow pixel response times not to mention that uh this menu right now is

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about 600 by approximately 1,000 or 1100

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pixels you can barely read the text the

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widescreen element of it in games has held up pretty well but that wasn't

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always the case even though widescreen displays became readily available in the

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latter half of the 1990s due to their price they failed to reach any kind of

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mainstream acceptance for well quite a few years and game support over those

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years has been spotty at best fun trivia fact by the way legendary developer John

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karmac is known for using the intergr

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interview 28 hd96 a

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$110,000 100 lb 16x9 CRT that he

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purchased in 1996 to work on Quake 2

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which ended up looking pretty decent on our 58 by9 display is it because it was

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designed for a widescreen yes but also no it's

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definitely stretched but if it were only designed for 4x3 and 16x9 the image

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would be far more stret stretched than it is instead the game renders in a

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scalable manner so it doesn't really care what resolution you run at and this

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approach probably seems like Common Sense today but many older games were

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designed with a fixed aspect ratio and

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well didn't do so

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well damn it I believe I was expected to

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notice something yeah you're also expected to get further into the game

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hey hey hey hey look look look I oh oh

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no way this who what this is a standard ROM it's the

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emulator itself that's that's doing things differently it's a a oh okay when

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the enemies start just appearing out of nowhere 6 feet in front of you and

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you're not expecting it as much okay so it's just caching whatever the last

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thing we saw was statically then it's

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not actually dynamically updating anything that's going on on the left on

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the non-focused parts of the window and you can actually get a good idea of when

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the Sprites are are actually being rendered and kind of how everything is

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laid out this way and it actually numbers the total what like background

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draws or like like scenes or now we've

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got the entire level stretched out behind us and this NES emulator shows

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the issue of converting 2D tile based Graphics to widescreen the picture is

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going to get rendered as a whole picture with the Sprite images being stored

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stored in the character memory and the level layout being stored on the program

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memory in order to change the size of the view the entire process needs to be

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changed to accommodate for this new size and when you've only got 32 kilobytes of

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program memory 8 kilobytes of character

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memory and just 2 kilobytes of RAM

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keeping size down is absolutely critical you can't add in code to make it

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widescreen if that would mean removing a level or a feat so the easiest way to

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convert a 2d game to run in this super wide aspect ratio is to just fake it

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this is not in fact the original Super Mario Brothers but rather a complete

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remake that is being rendered in our web browser and doesn't use emulation or

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even Sprites instead everything that you're looking at is a scalable Vector

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so I'm sorry but you can't just throw any old ROM at this thing and see the

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whole level now that doesn't mean that it's impossible to adapt real old 2D

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games to widescreen it's just harder anyway there's a rom hack of

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Super Mario World for the Super Nintendo made for 16x9 that successfully injects

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code for widescreen support but such a change would need to be done for every

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game individually or your only option would be to stretch thankfully during

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the shift from 2D to 3D scalable rendering like we saw in Quake 2 became

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the norm even in places where the resolution was expected to remain

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constant take the PSP for example while

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later models do have a TV out feature the launch model could only play games

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on its own screen so there was technically no need for the developers

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of early titles like Ridge Racer to make their Graphics scalable to any aspect

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ratio but thanks to the power of emulators we should be able to get it

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rendering in 58 by9 anyway so we've got

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our PSP emulator open here and I have never used a PSP emulator they they have

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some fun features and they can just do full screen like this how do I even line

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up which thing I'm changing yard stick

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maybe oh oh yeah there you go okay vsync

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okay do we want that on and now you'll see that the car looks

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correct yeah everything else looks wrong but the car looks correct and that's the

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difference between 2D and 3D there so any asset that is just built at a fixed

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pixel count is going to look terrible and anything that was built using

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scalable Graphics actually is going to look I mean overall it looks sh that

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speedometer though overall this is not nearly as horrible as I would have

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expected though the bomber man would be amazing

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on this I think we are going to cover the history of bomber man and Ultra

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widescreen in the Floatplane exclusive lg. g/f flat plane you see we've got a

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couple different sheets here we got PSP 16x9 Ultra wide super wide and then I've

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added my own stupid wide here yeah we go to actually edit sheet file here yeah we

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can see we've got a couple different sheets here now the first part is the

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section in memory we want to change so in this case this memory

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holds just the aspect ratio oh very cool the second number is a

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heximal of the aspect ratio itself so in

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our case we've got 6.4 because it's 5 58

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divided by 9 y that's basically how this

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and a bunch of other consoles just handle aspect ratio it's one spot in

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memory it's the result of dividing the big by the little the width by the

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height anyway the point is for years the PC side of things was full of similar

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half implementations of scalable graphics and while many modern games

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have been designed in anticipation of weird resolutions like on a Microsoft

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Surface or on a one of

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these older titles are full of issues

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during the transition years from from Square to wider displays issues that

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will obviously be hilariously exaggerated on this

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thing oh no it's a good thing the doors

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in this Hospital are super wide otherwise I would have no hope of

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fitting through them oh my God this

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car it looks like six people are sitting a breast here Hitman blood Money

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supports widescreen but you would never know it from the ultra cinematic view of

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the cutcenes uh nor would you know it from the configuration menu the issue in

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this case and in many is that the developer just couldn't be ared to

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expose the option to the user so it supports the resolution

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but there's actually nowhere to change it in this menu and this isn't because

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it was necessarily a ton of extra work to add those options but it's because

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any added feature is going to add development and testing time both of

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which cost money and money is a thing that the corporate overlords are not

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quick to spend unless they absolutely have to so in the early days of

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widescreen it basically came down to how many people are going to be using one

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like this enough to bother oh well then

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forget it I also couldn't help noticing that this particular game appears to be

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a vertical minus game rather than a horizontal Plus game even though

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everything is rendered proportionally

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accurately we can't see for we just have

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a slice of about a third to a quarter of

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what we should be able to see before you ask by the way yes there is a

00:14:42.040 --> 00:14:49.279
configuration menu outside of the game but as you can see that's not going to

00:14:46.720 --> 00:14:54.480
help us no to get help we're going to need a site like widescreen gaming Forum

00:14:51.959 --> 00:14:58.800
they were an absolute godsend back in the day and while they're kind of dead

00:14:56.320 --> 00:15:03.519
now they were an invaluable resource for hack packing your way into widescreen

00:15:00.440 --> 00:15:05.320
gaming Bliss sometimes literally Laura

00:15:03.519 --> 00:15:10.639
Croft and the Guardian of Light is an excellent example of this a registry

00:15:07.920 --> 00:15:14.000
edit might not be a hack in the literal sense but as someone who went through

00:15:12.440 --> 00:15:18.800
the frustration of trying to get my beloved older games working on my new

00:15:15.880 --> 00:15:23.079
widescreen gaming monitor it definitely feels a little like hacking the Gibson

00:15:21.279 --> 00:15:31.000
when you finally see everything load up and you're like a yeah and the same goes

00:15:27.320 --> 00:15:33.639
for the classic II edit many games have

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a configuration file that tells the game which in-game settings to use by default

00:15:36.240 --> 00:15:42.880
for games that had engine level support but just didn't expose the option for a

00:15:40.800 --> 00:15:50.000
widescreen resolution in the menu this was often not only the only solution but

00:15:46.199 --> 00:15:51.800
also a pretty easy one and fun fact by

00:15:50.000 --> 00:15:56.000
the way if you ever accidentally configure your game settings on a modern

00:15:54.079 --> 00:16:01.360
game just ignoring the whole widescreen thing to into an unusable State say you

00:15:58.639 --> 00:16:05.160
turn on directx12 combined with some other setting that I still haven't

00:16:02.519 --> 00:16:11.360
figured out in ano 1800 well you can go into the file and fix it launch the game

00:16:08.839 --> 00:16:17.880
again and then go back to your trial and error now not all of these hacks were so

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not actually hacky and in fact some games like Laura Croft and the Temple of

00:16:19.800 --> 00:16:26.360
Osiris required the user to replace the

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executable itself with a modified one

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hopefully downloaded from a trusted source course in order to add widescreen

00:16:31.199 --> 00:16:40.319
functionality that threshold of trust was up to you to decide and uh I think

00:16:36.880 --> 00:16:43.480
2024 me probably would have told 2007 me

00:16:40.319 --> 00:16:45.639
to be a bit more prudent I also would

00:16:43.480 --> 00:16:50.560
have told myself that sometimes it is just plain not worth it see there are

00:16:48.680 --> 00:16:54.680
two possible ways for a game to scale your view when trying to accommodate a

00:16:52.160 --> 00:16:58.560
super wide monitor it can extend the horizontal view like we saw with our

00:16:56.480 --> 00:17:05.160
racing games and actually it looks like temp of Osiris extends horizontally or

00:17:03.160 --> 00:17:08.480
if the engine doesn't support it or the game's own implementation doesn't

00:17:06.600 --> 00:17:13.439
support it it can just shrink your vertical view to match your aspect ratio

00:17:10.839 --> 00:17:18.319
like we saw in Hitman blood Money oh apparently we get to play another game

00:17:15.480 --> 00:17:23.319
like that now oh boy this doesn't seem like the kind of game that should do

00:17:19.919 --> 00:17:25.439
that yep that's definitely a problem I

00:17:23.319 --> 00:17:30.640
mean obviously there's an argument against just seeing an endless expanse

00:17:28.319 --> 00:17:37.080
of water to the side of this island that we're all fighting over but on the other

00:17:32.880 --> 00:17:40.679
hand um I can't even see the context of

00:17:37.080 --> 00:17:43.280
anything below me I can't zoom out

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that's maximum Zoom this isn't only a problem in games either there are folks

00:17:45.000 --> 00:17:51.480
out there who have started collecting DVDs again just so they can see visual

00:17:49.080 --> 00:17:55.880
gags that were lost when their favorite shows went widescreen for online

00:17:53.320 --> 00:17:59.760
streaming like that famous Duff beer gag on The Simpsons I think Seinfeld has

00:17:58.159 --> 00:18:04.600
some really bad ones as well here's what I'm talking about the episode called the

00:18:01.840 --> 00:18:09.159
pothole you can't see the pothole if you watch Seinfeld on Netflix as bad of an

00:18:07.440 --> 00:18:15.720
experience as this is in your TV shows or games though it can be even worse in

00:18:12.120 --> 00:18:17.960
a game menu now this is an issue that is

00:18:15.720 --> 00:18:23.080
obviously accidental and honestly doesn't come up that often but with this

00:18:20.120 --> 00:18:28.120
particular display being only 600 pixels tall the fact that menus have a minimum

00:18:26.240 --> 00:18:33.360
height in order to be usable is something not to be overlooked

00:18:31.039 --> 00:18:39.679
Borderlands in fact plays just fine once you can get into the game but in order

00:18:36.080 --> 00:18:43.520
to do that well you're going to have

00:18:39.679 --> 00:18:46.400
to I don't know look at this see I can't

00:18:43.520 --> 00:18:51.799
move my mouse above options so I just need to I yes use the keyboard to

00:18:49.480 --> 00:18:59.880
navigate and either have a picture for reference or have memorized how many

00:18:54.640 --> 00:18:59.880
clicks maybe that one ah

00:19:01.679 --> 00:19:08.039
oh no a common but thankfully less

00:19:06.120 --> 00:19:14.400
gamebreaking widescreen implementation issue is aspect locked FMV videos these

00:19:11.960 --> 00:19:18.760
show up in games where otherwise the support is perfectly fine and the game

00:19:16.440 --> 00:19:23.200
is perfectly playable but you reach a point in the story where it's time for a

00:19:20.600 --> 00:19:30.640
little bit of exposition or dialogue and all of a sudden either the aspect ratio

00:19:25.919 --> 00:19:33.679
shrinks to 16 by9 or heaven forbid 4x3

00:19:30.640 --> 00:19:36.400
or worse than that it takes a pre-baked

00:19:33.679 --> 00:19:40.200
scene and then just stretches it across your entire screen thankfully all it

00:19:38.360 --> 00:19:44.120
really does is break immersion and it's improved a lot in recent years but it

00:19:41.919 --> 00:19:49.120
does still show up quite a lot of course just because the game supports any

00:19:45.799 --> 00:19:51.320
resolution and avoids the dreaded vert

00:19:49.120 --> 00:19:57.440
minus view syndrome doesn't mean that it's going to be without issues

00:19:53.200 --> 00:20:01.960
parkitect for example looks great very

00:19:57.440 --> 00:20:04.200
playable except oh my goodness my UI is

00:20:01.960 --> 00:20:08.799
so far away that I'm having difficulty reading it it's playable it's not the

00:20:06.600 --> 00:20:11.960
end of the world but when HUD and UI elements are anchored to the sides of

00:20:10.200 --> 00:20:15.240
the screen they can end up so far out of view that in order to see them you have

00:20:13.760 --> 00:20:18.799
to completely take your eyes off the action in the middle of the screen and

00:20:17.120 --> 00:20:24.640
while it might seem impossible for anyone in their right mind to be using a

00:20:20.640 --> 00:20:27.760
58 by9 monitor in fact NVIDIA surround

00:20:24.640 --> 00:20:30.360
and ifinity setups using 31 16x9

00:20:27.760 --> 00:20:35.480
monitors are pretty common and they form a view that is awfully similar to ours

00:20:32.559 --> 00:20:39.559
just with bezels down the middle one ifinity League of Legends mod went so

00:20:37.480 --> 00:20:44.080
far as to build a tool that moves the HUD over from the sides of the screen

00:20:41.720 --> 00:20:47.440
and then resizes it to the user's liking the tool has been long abandoned but it

00:20:45.720 --> 00:20:51.159
was a great idea and a feature that really should be baked into more games

00:20:49.440 --> 00:20:55.039
there are a number of hacky tools that Gamers have used over the years to fix

00:20:52.840 --> 00:20:58.960
widescreen issues like custom resolution utility but there are too many for us to

00:20:57.360 --> 00:21:03.400
demonstrate all of them today fortunately it's far less of a problem

00:21:01.159 --> 00:21:08.080
these days and most games won't outright break if you try to launch them on weird

00:21:05.400 --> 00:21:11.919
resolution monitors but it's obvious from a game design standpoint that it's

00:21:09.840 --> 00:21:15.559
just not possible to offer a perfect experience at every display size and

00:21:13.720 --> 00:21:20.360
shape oh here's an example on the first level of this game

00:21:17.760 --> 00:21:25.720
you've got the farmer right yeah or the gardener and there's a lot of times

00:21:22.360 --> 00:21:27.960
where the camera wants to uh attach to

00:21:25.720 --> 00:21:33.080
the gardener and it can actually move the goo go outside of the view of the

00:21:31.039 --> 00:21:36.960
camera it doesn't really cause any major issues but you end up moving the goose

00:21:35.080 --> 00:21:40.799
around without it being on screen which can become very confusing very quickly

00:21:39.240 --> 00:21:44.440
it's clear that there's just games that aren't going to benefit from a super

00:21:42.320 --> 00:21:48.679
wide Monitor and are going to look kind of silly if you have one yeah I don't

00:21:47.080 --> 00:21:53.120
think I would choose an ultra Ultra Ultra wide monitor to play this game

00:21:50.799 --> 00:21:57.279
you're not always given the choice some Modern games don't support Ultra wide

00:21:55.000 --> 00:22:01.600
resolutions for gameplay reasons Starcraft 2 isn't the most most recent

00:21:59.159 --> 00:22:07.400
example but it's a very famous One of A game that supports various aspect ratios

00:22:03.799 --> 00:22:10.080
and resolutions but no wider than 16x9

00:22:07.400 --> 00:22:13.200
in order to prevent owners of ultrawide monitors from getting a greater view of

00:22:11.960 --> 00:22:17.240
the battlefield giving them a competitive Advantage this has been a

00:22:15.279 --> 00:22:22.360
source of considerable frustration for owners who are sick of looking at blank

00:22:20.200 --> 00:22:27.640
spaces on the edges of their match especially when other competitive

00:22:24.000 --> 00:22:30.960
blizzard games do support the feature so

00:22:27.640 --> 00:22:33.080
in summary monitors and TVs they're

00:22:30.960 --> 00:22:37.600
probably wide enough at this point and even for digital signage we honestly had

00:22:35.720 --> 00:22:42.360
a hard time coming up with any use for this thing we were thinking maybe like a

00:22:39.760 --> 00:22:47.440
like a menu at for the concession at the Badminton Center or something but like

00:22:45.039 --> 00:22:54.200
it's so skinny and the resolution sucks so um want to buy the widest

00:22:51.000 --> 00:22:56.840
monitor no how about something from our

00:22:54.200 --> 00:23:01.000
sponsor War Thunder what could be more satisfying than watching large vehicles

00:22:58.760 --> 00:23:05.200
get destroyed in a video game maybe watching over 2,000 Vehicles get

00:23:03.120 --> 00:23:10.440
destroyed War Thunder is a free-to-play PvP with a focus on realism the combat

00:23:08.120 --> 00:23:14.120
is immersive with every tank plane and ship being modeled after their real

00:23:12.279 --> 00:23:17.559
counterparts write down to how it feels to Pilot them and the sounds they make

00:23:16.080 --> 00:23:21.559
there's a game mode for everyone from the Casual to the most hardcore players

00:23:19.720 --> 00:23:25.679
one of the cooler features is the damage x-ray view when you destroy an enemy

00:23:23.720 --> 00:23:29.520
vehicle you can see where the damage was done how it affected the vehicle and

00:23:27.720 --> 00:23:33.440
what ultimately led to your Victory making strategizing for the next time

00:23:31.240 --> 00:23:38.120
easier so join over 70 million players from around the world and start playing

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War Thunder free today at the link below

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if you guys enjoyed this video maybe check out our video on the Samsung Odyssey Arc it is absolutely huge and

00:23:44.159 --> 00:23:50.679
maybe somehow less impractical than this

00:23:47.679 --> 00:23:54.799
monitor what are we doing with this

00:23:50.679 --> 00:23:54.799
thing okay it's for sale
