Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
32:9 monitor here and it's extremely zoomed in for us.
This is affecting so many people who have clue how bad it really is
Devs were aware of this 3 weeks ago. They even commented on this forum post.
Same
CLICCA QUI PER UNIRTI ALL'ORDINE
Need engine.ini which it does not have
Just out of curiosity, have you tried simply creating the Engine.ini file? I remember there was an UE4 game that I had this issue with where I just created the file and it picked it up, even though it wasn't there by default (I think it was Grounded).
This issue will be resolved by default when they upgrade to UE 5.3 - since the Maintain Y Aspect Ratio is enabled by default in 5.3+. That's assuming they haven't changed their stance from what they've said in their Livestream of trying to stick with modern versions of Unreal Engine as best as they can - which I understand might be difficult due to their rework of the WorldMesh networking layer.
I did attempt that but it's not likely to work with shipping builds of the client. Here's to crossing fingers and hoping they get this implemented soon. I don't want to wait for an engine update!
I'm not so sure it's a "fix" that's needed or a correction. One thing that's odd is the login screen where you select your character seems to scale properly. So that camera is configured for wide monitors, but the main gameplay camera on the player pawn isn't. Could just be different game mode stuff but they made a conscious choice to scale the character selection camera the way it is.
I temporarily quit playing because of this… it’s horrible!
Go in window mode. Set resolution to 1920x1080. Note the camera and visibility. This is how it's meant to be. Now maximize the window.
I saw your screenshot. I understand it should be better. But people claiming that its unplayable and stop playing just because of that - I don't get it.
I'm sure it affects people differently. It actually makes me feel dizzy and nauseas. I have to play in a smaller window.
If effects every part of game play especially when the game is open pvp. I’ll list a few examples to help you understand.
•smaller fov compared to the average player. Meaning players can see you before we see them.
•cannot see top of buildings
•if a player is on top of a building shooting down. We cannot see them.
•causes dizziness/ feel sick
•harder to see mobs around character
•harder to find resources
•massive pvp wars = unplayable since you cannot zoom out and camera is stuck in the mass amounts of spell effects.
Lastly
•its SUPPOSE to be in game already. Was told it supports ultra wide since alpha 1 and it’s already in game.
Overall. Ultra wide monitors have a MASSIVE disadvantage
Unfortunately, I've dug into this more. It looks as though our current build is running UE 5.3.2. The "lobby" map camera is using the default FoV settings so it works nicely for us there. The gameplay camera is specifically set to restrict it as it does. So this is either an error or a design decision. I hope the former.
Competitive games like CS2 even clamp the scale to the Y axis. There's a reason Epic made it the default in 5.3.
I don't think them intentionally making it a design decision to screw over ultrawide users was the plan haha....
Well, no, but it might be a decision made by someone at Intrepid to keep the horizontal clamped. I'm not sure why, but maybe they have some sort of reasoning behind it. Or maybe the setting in their INI file (AspectRatioAxisConstraint = AspectRatio_MaintainXFOV) is just a relic from a previous version of the engine before they upgraded. Who knows! I can only hope that one line is changed sometime soon.
I was bringing that up more in response to the previous posts saying that we'll get a fix once they update the engine to 5.3+, because it seems they already did.
Please fix it, it takes 2 minutes flat from start to finish.