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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That's just arbitrary: for any given scene, the 4:3 has more vertical space than the widescreen. Instead of thinking about FPS games, just think of a some 2D object, say a 16:9 painting. Let's say you have a 16:9 widescreen monitor that displays this picture at 720p (1280x720) and is a 24" monitor . Now lets say you have a 4:3 monitor that is 1600x1200, and is a 26" monitor. You can fit the entire object in your screen at the same resolution and size and have more pixels to spare on the top and bottom.
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