> Forest of True Sight > Questions & Answers Reload this Page Guildwars 2 widescreen?
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Old Jun 06, 2007, 05:26 AM // 05:26   #21
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How was it? Do you have a hard time navigating your cursor?

Gotta try it on those 100++" hdtv if possible.
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Old Jun 06, 2007, 10:42 AM // 10:42   #22
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well, as its arrived this morning and I just connected it and went through all my settings etc (the one I got has a nice lil feature of becoming a 15" normal screen if not using Widescreen), its definately a different experience (and much easier on the eyes than the CRT that was a few inches from my face)

of course, going from 1280x1024 to 1440x900 is actually a slight drop in the screen size, so had to redo my guild wars GUI completely, but seems nice enough and the 2ms refresh rate I'm guessing is pretty sweet too
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Old Jun 06, 2007, 11:12 AM // 11:12   #23
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yep when my girlfriend switch her old monitor to one of those new HD tft mumbo jumbo, widescreen. I couldn't belive how much nicer everything look on her monitor. I'm still using my dual sony trinitron 21" for photoshop, Illustrator etc, they work better with two screens.
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Old Jun 06, 2007, 11:24 AM // 11:24   #24
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Quote:
Originally Posted by Hengis Stone
I've been running Guild Wars at 1650x1050 on a 20.1 inch widescreen lately, and it really does look absolutely gorgeous, giving an almost 3D quality to the game.

Guild Wars genuinely suports widescreen and expands the visible area to show more of the environment (rather than just stretching the displayed area to fit the screen).

It's great to have your Party and hero windows and your radar at the side of the screen and still have a huge visible game play area.
That's not entirely correct. GW in widescreen offers LESS visible area than a normal monitor. While the image is slightly wider in range, some image top and bottom of the screen gets cut off. So you see slightly more at the left and right, but slightly less at the top and bottom. You do have more room for the interface however, so that's a big plus.

See http://www.widescreengamingforum.com...hots/gwars.php for an example.
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Old Jun 06, 2007, 01:07 PM // 13:07   #25
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I am playing on my 17" alienware laptop with 1920x1200 Had to swtich the interface to large, because I couldn't read the chat anymore.
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Old Jun 06, 2007, 05:24 PM // 17:24   #26
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Guild Wars looks great on a 150" 10500 x 6070

/end epeen contest
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Old Jun 06, 2007, 05:34 PM // 17:34   #27
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Quote:
Originally Posted by Thomas.knbk
Guild Wars looks great on a 150" 10500 x 6070

/end epeen contest
The other day whilst I was just messing about with my local IMAX...........................
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Old Jun 06, 2007, 09:52 PM // 21:52   #28
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OMG lol.. Just mention a piece of hardware and its a competition..

24" is nice.. But now i look at the 30" and think.. GW would look great on that monitor..
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Old Jun 07, 2007, 03:41 PM // 15:41   #29
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Quote:
Originally Posted by Sjekster
That's not entirely correct. GW in widescreen offers LESS visible area than a normal monitor. While the image is slightly wider in range, some image top and bottom of the screen gets cut off. So you see slightly more at the left and right, but slightly less at the top and bottom. You do have more room for the interface however, so that's a big plus.

See http://www.widescreengamingforum.com...hots/gwars.php for an example.
I'm going to disagree with you there:

It all depends on the monitor's maximum resolution.

Guild Wars will fill the available resolution with the game environment.

On a 17 inch standard monitor this would usually be 1280x1024

On a 19 inch wide screen this would usually be 1400x900 (In this example you would lose some from the top and bottom and gain at the sides - This is the example image shown in your link)

On a 20 inch widescreen this would usually be 1650x1050 (In this example you gain visible game environment in both width and height)

On a greater than 20 inch widescreen you will gain even more visible game area in both width and height up to the monitor's maximum displayable resolution.

This is why I decided to spend a little more on a 20.1 inch widescreen rather than a 19 inch one, as I did not want to lose any of the visible height in the game.

Hope this has clarified it for you.
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Old Jun 24, 2007, 08:02 AM // 08:02   #30
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Quote:
Originally Posted by Hengis Stone
I'm going to disagree with you there:

It all depends on the monitor's maximum resolution.

Guild Wars will fill the available resolution with the game environment.

On a 17 inch standard monitor this would usually be 1280x1024

On a 19 inch wide screen this would usually be 1400x900 (In this example you would lose some from the top and bottom and gain at the sides - This is the example image shown in your link)

On a 20 inch widescreen this would usually be 1650x1050 (In this example you gain visible game environment in both width and height)

On a greater than 20 inch widescreen you will gain even more visible game area in both width and height up to the monitor's maximum displayable resolution.

This is why I decided to spend a little more on a 20.1 inch widescreen rather than a 19 inch one, as I did not want to lose any of the visible height in the game.

Hope this has clarified it for you.
Hengis, maximum resolution can't overcome a game engine flaw. Because you would assume that since a game has a widescreen mode, you should certainly be able to view the game in true, widescreen fashion with a larger widescreen monitor, with even more viewable gaming space . The point Sjekster was trying to help you understand was no matter how high a monitor's maximum resolution is . . . you lose vertical height in widescreen mode due to the Guild Wars game engine. The engine only supports a hybrid native widescreen mode. The loss of some of that precious vertical screen real estate is a flaw. I was frustrated by this when I purchased my Dell 2407WFP (this monitor rocks!). I noticed many times when zooming out that I still could not see what I knew I normally should be able to. This was due to the missing vertical portion of the image. This particular behaviour was mentioned and discussed last year on another forum. Unfortunately, not many games support full widescreen modes and resolutions without flaws. With DirectX 10, hopefully the tide will turn and more game engines will support widescreen gaming without annoying vertical minus flaws.
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