widescreen resolution removed from the game.

"
Smooshfaced wrote:

...
This isn't an answer, let me tell you why. There is a community fix that removes the black bars. Everything beyond the black bars is still being processed on the server end, sent to the client, and the client is still processing and rendering the boxes/monsters/effects behind the black bars. And yes, they are still there, they haven't "vanished".

This means that what they've done isn't going to "help" serialization at all, since the servers are still doing all of the work, and the clients are still receiving all of the information and then processing it. Clearly this isn't "the widest they can currently go", and this won't help serialization, because all they did was slap two black bars on the sides of the screen instead of actually changing the code to reduce what is being processed and transferred to the client.

They say they are looking to increase the distance, but the game already functions beyond that distance. At least lengthen it to the point where the ACTUAL vanishing occurs, which is just around the very edges of a 32:9 monitor. 21:9 is arbitrary and not an actual cutoff.
...


If the game is capable of keeping updating actors at arbitrarily large distances up to the whole map, it does not mean devs like this situation, as it allows specific players to generate much more server and bandwidth load. Maybe behind those black bars they have actually simplified mob AI or something.

I would certainly love to be able to see in game far enough to prevent bad game design like Sirus jumping offscreen and sniping from there without any directional indicators, but these things are exactly what GGG "challenges" are about. Allow players to outmaneuver bloated instakill mechanics?? Never!

Unless half of the playerbase is sporting ultrawide monitors, the real reason behind this change likely was not server load, but prevention of players circumventing the designed difficulty. And for some reason still allowing projectile attacks to kill things 2 screens away, lol.
You can all shove your 32:9 monitors to an appropriate hole that I won't specify.
Performance be damned, it very clearly provides a gameplay advantage over anyone with an 16:9 display, which is most of the world. If you don't like the black bars play it windowed.
"
sdfesdfe wrote:
You can all shove your 32:9 monitors to an appropriate hole that I won't specify.
Performance be damned, it very clearly provides a gameplay advantage over anyone with an 16:9 display, which is most of the world. If you don't like the black bars play it windowed.


So do 21:9 screens, but they are okay.

Also, you can (or rather could) play windowed at 32:9 on your 16:9 screen if you thought the gameplay advantage (in a mostly non-competitive game) was worth it.

I've never heard anyone complain about the gameplay advantage of 32:9 screens before their support was broken (not removed, but broken, the current system is really stupid).
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Nov 22, 2022, 11:14:22 AM
I still want this fixed. kthxbye
"
sdfesdfe wrote:
You can all shove your 32:9 monitors to an appropriate hole that I won't specify.
Performance be damned, it very clearly provides a gameplay advantage over anyone with an 16:9 display, which is most of the world. If you don't like the black bars play it windowed.


Ah yes, this supposed player advantage that definitely affects anyone in this barely multiplayer game.
Last edited by Aluen#0752 on Nov 24, 2022, 5:12:05 AM
yeah for whatever reason this game gets designed for eSports so your not allowed to use your monitor. You must lose out to cater to the 15 or so utub PoE-Career players that play the game.
Last edited by AmpegV4#2473 on Nov 24, 2022, 4:50:18 AM
I do this for you my brothers and sisters.
GGG please fix this, thx
"
TheVilifi wrote:
Not purchasing any MTX or supporter packs until this is reverted.


Still holding to my guns, been a massive supporter of GGG for years. I refuse to support to this company until it's reverted.
"
Echothesis wrote:
"
Smooshfaced wrote:

...
This isn't an answer, let me tell you why. There is a community fix that removes the black bars. Everything beyond the black bars is still being processed on the server end, sent to the client, and the client is still processing and rendering the boxes/monsters/effects behind the black bars. And yes, they are still there, they haven't "vanished".

This means that what they've done isn't going to "help" serialization at all, since the servers are still doing all of the work, and the clients are still receiving all of the information and then processing it. Clearly this isn't "the widest they can currently go", and this won't help serialization, because all they did was slap two black bars on the sides of the screen instead of actually changing the code to reduce what is being processed and transferred to the client.

They say they are looking to increase the distance, but the game already functions beyond that distance. At least lengthen it to the point where the ACTUAL vanishing occurs, which is just around the very edges of a 32:9 monitor. 21:9 is arbitrary and not an actual cutoff.
...


If the game is capable of keeping updating actors at arbitrarily large distances up to the whole map, it does not mean devs like this situation, as it allows specific players to generate much more server and bandwidth load. Maybe behind those black bars they have actually simplified mob AI or something.

I would certainly love to be able to see in game far enough to prevent bad game design like Sirus jumping offscreen and sniping from there without any directional indicators, but these things are exactly what GGG "challenges" are about. Allow players to outmaneuver bloated instakill mechanics?? Never!

Unless half of the playerbase is sporting ultrawide monitors, the real reason behind this change likely was not server load, but prevention of players circumventing the designed difficulty. And for some reason still allowing projectile attacks to kill things 2 screens away, lol.


My point is if THIS is the reason, then they just need to tell us instead of hiding behind "technical limitations" that their fix doesn't even address. It's a ridiculous reason, but at least it would be a reason that makes sense.

That said, to be frank, the 32:9 really doesn't give gameplay advantage over 21:9 (I definitely didn't see one when I switched) but what it does give is total immersion, which is really invigorating to play with.

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