Cutscenes in 21.9
Cutscenes in 21.9
For pre-rendered cutscenes, that won't occur. For real-time rendering within the engine, it should align with your resolution as expected.
The correct solution is provided above. Marked as solved @ Metro.
Do you believe this scenario will occur, where pre-rendered cutscenes are available at 21.9 and 16.9, then the system selects based on the display?
It’s tough, really. From a developer’s perspective, it’s similar to the rest of the industry—most projects lean toward one standard or another. Usually they go for 16:9 because that’s what monitors are most commonly set up with, alongside 16:10. Occasionally they opt for 21:9 for a more cinematic feel, as seen in games like The Evil Within. Their choice comes down to time limits, hardware limitations, and the ease of using widely available assets. Since few people own 21:9 displays, unless the game is built with in-house cutscenes—which is becoming more common—you’re likely stuck with the shorter format. When it comes to speed and practicality, sticking to what’s feasible is usually the best path. In short, space and time didn’t align well, so it probably won’t work unless the developers render everything themselves.
They simply crafted the shot in 16:9 format, adjusted the cut scene to fit a 21:9 aspect ratio, and offered an extra cropped 16:9 version that appeared based on display settings. This approach would effectively address the OPs issue with little effort. I believe this explanation is clear. While technically possible, it's more efficient for the game to integrate cropping directly during play, as this method has been used in many TV productions before the shift from 4:3 to 16:9.
21:9 appears uncommon on PCs. Using 21:9 save zones works well for movies shot in 16:9, but for games that primarily run on 16:9 or 16:10 displays it doesn't add value.