Quote:
Originally Posted by Kaldire
i personally see no need in wide screen for gaming.. now for movies thats a whole different ball of wax..
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im saying1680x1050 is not a standard game coding resolution.. just the first few you mentioned...
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What the hell is a "standard game coding resolution"? Better yet, why do you feel the need to limit the resolutions and aspect ratios to a select few? We are no longer in the age of emerging discrete graphics. The VESA standard did not get finalized just last month. Many people these days have widescreen LCD monitors that run at much higher resolutions than those of the days when 800x600 was cutting-edge (And by that I mean "All that was available"). These days there is a multitude of resolutions and aspect ratios available, and I don't believe there's any excuse for releasing a game that cannot run at any resolution and aspect ratio thrown at it.
Let's take a moment to compare how Telltale's games scale to different resolutions versus Popcap's games: Telltale's games (S&M, SBCG4AP, W&G, ToMI, PA) all have the ability to run at whatever resolutions the videocard and monitor will support, including different aspect ratios. The on-screen elements will move and scale to fit the display. You get the option to play at your display's native resolution (I'm assuming an LCD panel here) with absolutely no stretching or distortion. Now, Popcap's games don't give you any of those options. You just get 'windowed' or 'fullscreen'. If you select fullscreen (And you didn't turn on scaling in your video card's config, or your video card doesn't support it), then you'll end up with a horribly blurry 640x480 or 800x600 image. If you have a widescreen display, then not only will the image be blurred from the scaling, but it'll also be stretched/distorted horizontally.
In short,
you may not see a need for widescreen gaming, but that doesn't mean that game developers should be inconsiderate of the available technology.