BioShock Widescreen Slices Vertical View
by Nick Breckon, Aug 21, 2007 11:03am PDTIn a rapidly-expanding thread on the 2K Games forum, reports are
coming in that 2K Boston and Australia's just-released shooter BioShock (PC, X360) uses a cropping method for its widescreen display, cutting down on the vertical view rather than expanding the horizontal width (illustrated left). The problem apparently exists for both the PC and Xbox 360 versions, and cannot be fixed with an edit of the game's FOV (field of view) setting.
The issue took forum goers by surprise, as 2K Boston lead programmer Chris Kline assured fans last May that BioShock's widescreen view would show more, rather than less. "The game will render in full 16:9 aspect ratio, with no letterboxing unless your resolution is not true 16:9," Kline said in a thread on the 2K forums. "You will see more in widescreen. We use a different projection matrix; there is no squashing or stretching of the image involved." Shacknews can confirm that the problem exists in the PC demo of BioShock, and has contacted 2K Games for comment.
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Comments
Obviously the team put a lot of thought and polish on their game, but this, to me, is a huge oversight on their part. I thoroughly enjoyed the demo but felt like I had tunnel vision, and combine that with the jerky mouse movement (using 1 sensitivity in-game), I had to look around a lot to get a feel for the surroundings. I really hope they fix this in a patch, but Unreal 2004 had this problem, and it never got fixed though they promised they would, and this being an Unreal engine as well ... sigh.
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Then there's the problem with those of us who experience tunnel vision, or cramped viewpoints playing a game that does it wrong. I had this problem with Battlefield 1942 and ended up not getting it because it was too uncomfortable for me to play. HL2 had this problem as well, and while the game was great, that 75 FOV detracted from the experience.
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