3440x1440p monitors 21:9

Rennas9723

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Jun 23, 2015
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so im a newbie in this kind of stuff i saw a monitor thasts 3440x1440p i was wondering if games accept this kind of resolution i only play online games like Aion Tera BnS etc
 
Solution
I had an opportunity to view / play two boxes

2560 x 1440 144 hz IPS w/ G-Sync & ULMB and twin 970s
3440 x 1440 60 hz TN w/ G-Sync (no ULMB) and twin 980 Tis

The curved wide screen was cool.... for a while, but going back to the 1440p made you suddenly aware of the better colors and lack of motion blur.

Used to be that 3440 was somewhat frustrating as early on fewer game vendors supported this resolution and scaling or other options were less than satisfying. This situation continues to improve over time.

But when it comes down to a choice of 3440 or ULMB, I like ULMB. If I was to get a 3440, this wud be the one ... tho response tims range from 6 - 15 and 9.2 lag is about 3 times that of the betetr 1440p panels...
I had an opportunity to view / play two boxes

2560 x 1440 144 hz IPS w/ G-Sync & ULMB and twin 970s
3440 x 1440 60 hz TN w/ G-Sync (no ULMB) and twin 980 Tis

The curved wide screen was cool.... for a while, but going back to the 1440p made you suddenly aware of the better colors and lack of motion blur.

Used to be that 3440 was somewhat frustrating as early on fewer game vendors supported this resolution and scaling or other options were less than satisfying. This situation continues to improve over time.

But when it comes down to a choice of 3440 or ULMB, I like ULMB. If I was to get a 3440, this wud be the one ... tho response tims range from 6 - 15 and 9.2 lag is about 3 times that of the betetr 1440p panels.

http://www.tftcentral.co.uk/reviews/asus_rog_swift_pg348q.htm


 
Solution

Scaling to higher resolutions is rarely a problem: simply scale everything to match. Where games run into issues is support for unexpected aspect ratios, especially in competitive games where having a wider or taller field of view can lead to significant advantages. Much of the time, games cope with that by only showing resolutions that match its preferred aspect ratio(s), letting the GPU or display either frame the image or stretch to full screen.
 
Again, at the time users were widely reporting otherwise because of the aspect ratio adjustment was oft not provided leaving you with banding or sever Horiz / vert distortion. Over time, it has become much less of an issue because this adjustment is provided. For example, I prefer to play in windowed mode at 1920 x 1000.... so I don't have to alt tab to access utilities or other resources I use while playing. some games don't allow for adjusting the aspect ratio from 1.78 and if you changed resolution to 1920 x 1000, then your toon looking quite a bit pudgy. If you can change it to 1.92, then all is right with the world again but that is a big **if**.

Now wide screen 3440 x 1440 has a 2.39 aspect ratio making all "stretched images" 35% "fatter" if there is no aspect ration adjustment. So yes, I agree that the system will "either frame the image or stretch to full screen" . Where we disagree is as to whether this is satisfying, acceptable or desirable. Some don't mind ... many do.


Again, this is much less of an issue today than it was when 3440 monitors were 1st introduced as more and more vendors provide such support.