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
I've only done student-level cg programming, but it seems that any fix to the on-screen projection math might also create difficulties with other gfx features that rely on the 4:3 aspect assumption. It's not like in the old-days of quake where you could hit the '~' with /fov 110 and get improved results -- there are tons of bleeding-edge gfx effects and filters. Is it possible that the poor widescreen support is a workaround for rendering-bugs to do with 16:9 projection?
I really hope not, I was looking forward to this title being the quintessential example for video game design. I'm holding out that it'll get there.
Thread Truncated. Click to see all 12 replies.
This is as much a bug as the inability to use both the flash light and weapon in Doom3 was a bug: It bugs some people, but it's how the developers wanted the game to function.
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