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Justagamer said:


Yes, but even if they utilized the entire screen, they could still zoom out the same way, still get the 35% increase in the field of view, while still having more image on the top and bottom too. I firmly believe this is a performance issue. They could keep the wide angle, either way. Either way, they are shaving off over 500,000 pixels, and that's really what the black bars are achieving. As I said before tho, I think it's a good move, because it maintains a 1:1 pixel ratio, instead of stretching it and adding blur. I wish more companies would apply this technique, and I actually believe they will. I'm looking forward to this game, and I hope it turns out great, because I really like the look of it... I want a new game for my ps4, outlast is ok, but I really want a good game that looks great, and this game looks pretty phenomenal.... Hope it's a day one...

Just zooming out won't look right, the sky and street ratio will be too high, it's all about framing correctly. The problem with tvs ofcourse is that they are fixed width as opposed to cinema screens that open up to the sides. Sit 35% closer to get the full effect.

And yes, only rendering 74% of the pixels is also a big help and black bars are far better than upscaling from 1600x900, 1:1 pixel ratio is a huge bonus. I also hope black bars will be used more often, I love the wider viewing angle if done right. Not for all games though, AC and Mirror's edge type games with a lot of vertical travel won't benefit from a wider angle.

And maybe a possibility for a cinematic adventure game 5 years from now, 3840x1600 at 24fps is only 18% more pixels per second as 1080p60.