As others say…. Multiple monitors for work. One big ultra wide for gaming.
My only “complaint” about ultra wide is that most gaming ui’s aren’t configured for them. Meaning that to look at the mini map in a game like Cyberpunk, you have to take your eyes off the centre of the screen. Then you will crash your car.
As someone who dabbled in gamedev (no expert though), I would find it hard to find a solution for the UI problem. The base of many UI implementation is always a reference screen resolution where stuff gets resized and/or stretched according to the width of the monitor. So if a minimap is, let’s say, placed 40 pixels from the edge of the screen, it will always be 40 pixels from the edge of the screen. Creating custom UI’s for every resolution would be really timeconsuming.
Maybe some day it will be the standard that you allow people to customize the UI and drag things around themselves. But for now, such systems are not readily available in game engines and would have to be custom built.
As others say…. Multiple monitors for work. One big ultra wide for gaming.
My only “complaint” about ultra wide is that most gaming ui’s aren’t configured for them. Meaning that to look at the mini map in a game like Cyberpunk, you have to take your eyes off the centre of the screen. Then you will crash your car.
As someone who dabbled in gamedev (no expert though), I would find it hard to find a solution for the UI problem. The base of many UI implementation is always a reference screen resolution where stuff gets resized and/or stretched according to the width of the monitor. So if a minimap is, let’s say, placed 40 pixels from the edge of the screen, it will always be 40 pixels from the edge of the screen. Creating custom UI’s for every resolution would be really timeconsuming.
Maybe some day it will be the standard that you allow people to customize the UI and drag things around themselves. But for now, such systems are not readily available in game engines and would have to be custom built.