Bioshock ...
Medal of Honor: Airborne ...
Same game engine ... same widescreen implementation ... 2 different game developers ... BUT ... they seem to have had the same "artistic decision" ... yeah right !
What I'm trying to point out here is that in my investigations show that the seemingly default implementation of WS in the
Unreal III engine is Vert- instead of Horz +.
Either the engine needs to be modified or every developer will have to take specific pains to do this or this will be a re-occurring problem for all games using this engine when in widescreen.
After all the commotion over Bioshock's bad widescreen implementation I thought we should all try to get this sorted ... please tell epic what you think ...
Please post your displeasure in this thread over at their forums ... http://forums.epicgames.com/showthread.php?p=24976601&posted=1#post24976601
Please make your posts civil ...
Are games like Unreal Tournament III and Gears of War going to have the same bad widescreen implementation ?
I'm sure there will be many more ...
::TrueWS ... and ... :WWTH2Go
EDIT: ...
From here ... http://www.joystiq.com/2007/08/24/joystiq-interviews-bioshocks-ken-levine-about-success-and-harve/
We started the game widescreen. We primarily designed it for widescreen. Then we had to ask, "How do we make it full screen." Your options are to put black bars at the top and bottom, keep same width perspective. Or you allow to ... add pixels to the top and the bottom if you can afford the frame rate -- we could. So the call was made to show those few more pixels.
The above seems to indicate otherwise ... it is the way game engine works and 2K didn't bother with the widescreen just as the designers of Medal of Honor: Airborne haven't.