Lots of folks in chat have been asking about ultra-wide support, scaling for things like chat, HUD, personal inventory, et cetera. What are the challenges involved? What can you tell us about better ultra-wide support?
TL;DRUltra-wide HUD and chat scaling is mostly the UI team's responsibility, not graphics; a meeting with the UI team is scheduled, and graphics has some ultra-wide post-effect and performance work of its own.
So I'm using an ultra-wide monitor myself, so I know about the issues with Star Citizen. Unfortunately, we as Graphics and Engine don't have too much to do with that. It's more a question for UI and how they implement it, especially in the Building Blocks system, how the UI scales with all those different monitor resolutions. I'm not sure. Maybe Ali knows a little bit more about that, if there are priorities on that?
No.
We've actually got something with the UI team scheduled in the next two months, I think.
There's a few graphical things with ultrawide that we sometimes need to fix or improve the performance of, or sometimes the quality; maybe our post effects aren't always amazing in super wide. And also, if you're super wide, depending on how we deal with the aspect ratio, you can have more objects to render and obviously more pixels to render. Gen 12 and other optimizations like DLSS and things we've talked about would all help there. But in terms of just making it a fun experience, with where you position the HUD and the chat windows and stuff, it's all on the UI team in the end, and we don't really have any control of that.