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Are there any plans to improve the UI so it better fits non-standard aspect ratios like ultra-wide screens?

TL;DRYes, the UI is being built to flex with non-standard aspect ratios, though the front end is letterboxed and diegetic UI plus a visor redesign make it tricky and still in progress.

David "Bone" GillPrincipal UI Programmer

Yes. So there's a one-word answer to this, which is yes, and then I could go all night about what we're doing to improve this.

Jared HuckabyHost, Community

Give us the ten-cent version.

David "Bone" GillPrincipal UI Programmer

Right, so aspect ratios are the thing that gives most UI designers, UI engineers the absolute fear. It's just the bane of our lives. But I totally appreciate that, especially on PC games as well, people have some cool setups of 32:9 and 48:9, but also some strange people have 4:3 aspect ratio screens and things like this. Or at least you can run it in a window that is 4:3 and all these kind of things. Yes, we have to build in a lot of tech to deal with this. So we have stuff that's kind of like when you resize your window on a web browser or something and you see all the text jiggles around and it aligns itself properly, all being well if it's designed correctly. So it's all flexible like that. So the system is designed to be flexible. The coordinate system can change with the aspect ratio. So you don't see stretched things and things like that. So at a core level, yes, it's inbuilt, but then there's a design level that all the assets have to be designed in a way that can be flexible. So that's pretty tricky because you have to make lots of choices about, well, if it gets all squished up, do all these things go along the bottom or do they get clipped off at the end or do they shrink down, and all these kind of decisions that have to be made for each individual design. And then we've got individual responses for things. So things like the front end, we've just pretty much gone with a 16:9 aspect ratio and we just black bar the wider screens, or black bar the top and bottom if you're on a square screen. And that's a bit of a cop-out for that screen, but it's nice because you can design a nice looking 16:9 layout for the whole front end. Where it gets a bit more tricky is things like the lens and visor, because that's obviously a lot more emergent, and then we still have to make a lot of decisions about this where the tech supports this but it's just about making design decisions. Let's say you've got different icons in the top left and top right-hand corner. If you have three monitors, do you want those in the top left and right corners of those three monitors? Because that's not really in your eye line. You're going, oh, where's my map or how many bullets do I have or whatever it is. Having three monitors is a bit more about having a lot of peripheral vision. It's not about moving all the UI all the way out. So there's a lot of design decisions that go along the lines of that. So yes, we're working on that also. And finally, one of the bigger challenges of Star Citizen is it's diegetic. So that means all this UI is actually in-world on physical objects. So we've got maybe a 16:9 panel, or even the mobiGlas is actually a 16:9 panel that you're holding in front of you like this. So that comes with challenges of saying, well, if I've got a very square monitor and I'm trying to look at this wider aspect ratio screen, where do you position your camera? Because there's only so far you can move your arm back and head back to try and see this oblong thing in a square hole. Same goes for using the kiosks. Do you just get a lot more peripheral vision? Do you have to move the camera back? Does the guy have to stand further away? We have to make decisions to make it logically correct and fit into the universe properly. We don't cheat at any point for these things, but it becomes really tricky. We are redesigning the visor too, because currently the visor is such a physical piece of geometry, a piece of glass with UI on it. It sits in front of the camera like this. So as you move the camera around, it goes with the camera. But that inherently has problems of, well, it's a piece of glass at a 16:9 aspect ratio. So what do you want to do if you want to draw things outside of that piece of glass? It was sort of restricted. So we're redesigning that and coming up with different solutions to make that work properly. But on the whole, yes, we're working on it. But it makes me cry on quite a regular basis.

Star Citizen Live›Outer Space Interface·
Published on this date.5 Nov 2021
EpisodeUI & HUD