This is what you currently see (1920x1080). Notice how everything looks correct, but there is the big nasty black spaces to the sides. Gross.

This is what players can easily achieve in the game right now. (6030x1080) Obviously unplayable. Cockpit AND UI visor are both using the incorrect fov limitation. We need to limit by the Y axis, not the X.

This is the result of some very easy to implement changes from our star programmer (<3 Kreuzer). Fov is fixed! You get to see more of the battlefield, HOORAY! However, a problem presents Our cockpits were originally designed with only traditional widescreen monitors in mind. Honestly, an understandable oversight, as Triplewide isn't exactly super popular. You can see how the cockpit and Windshield both clip through the screen. You'll notice some areas I highlighted in yellow. At first glance this actually seems playable, but we'll get to that....

We render our UI on top of a visor, so we can do cool things with it, but there is some major math problems. The UI Visor isn't exactly wide enough to support the width of the screen. In fact its barely big enough to support regular widescreen. This results in some very odd artifacts, such as the UI indicators for mechs being wrong. They gain accuracy the closer you get to the center of the screen though. This does make it nigh impossible to tell if a mech on your peripheral is friend or foe. I've played in more than a few playtests using this mode, and while it is playable, you quickly notice the severe disadvantage you are at.


So where does this leave us? Unfortunately, not very far. Redoing all three cockpits isn't something we were planning on doing any time soon for various, good reasons. Additionally, the UI work required is relatively significant, and those guys are constantly busy with other things as well.
TL;DR: Triplewide support is so close, yet so far. To correctly fix the problem, requires time on people who are working on other higher priority things. Rest assured we want to correctly address this issue, but the eta is still very much unknown.
I really hope this helps at least explain why this fix isn't coming nearly as quickly as anyone would hope.

 

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