Continuing my streak, I downloaded the newly released Yakuza 6 following a request, looked at its code and made a trainer to remove the black bars affecting in-engine cutscenes at 32:9 and wider resolutions. ...
2021-03-30 06:40:28 +0000 UTC
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To follow up my solution for Yakuza 3 released yesterday, I downloaded Yakuza 4 and Yakuza 5 of the Remastered Collection and updated my trainer to cover these games as well. This time I also tested the games specifically at 32:9, compared to just 21:9 and 48:9 yesterday. You can check out all the screenshots I've taken in all the games. Some of...
2021-03-28 08:36:21 +0000 UTC
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Following a request, I installed the game and found a way to remove the 'black' bars affecting the game cutscenes at 21:9 and wider. I also realized that removing them from the cutscenes removed th...
2021-03-27 21:23:31 +0000 UTC
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I got the game straight from the developer, through the /r/ultrawidemasterrace curator, but like most Unreal Engine 4 games, it simply reduced the field of view the wider it got and it displayed black bars at the cutscenes.
On February 20, responding to a related request, a developer said that the game would receive an update "soon", so I...
2021-03-27 09:56:48 +0000 UTC
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The game was released to Game Pass one day earlier than its global release date, so I got on it.
There was nothing extraordinary about its code related to the black bars, so I relied on my past research, and field of view calculations inspired by killer-m's work.
I also considered removing the letterboxing but found that the game hea...
2021-03-25 11:11:13 +0000 UTC
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A small fix following a PCGamingWiki edit claiming the game is vert-. It properly scales at 21:9 resolutions but not wider. Considering the game is in open beta and set to remain free-to-play, it's likely to get many updates, so it's quite possible that an update will break the solution or make it obsolete.
2021-03-24 09:09:48 +0000 UTC
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A WSGF user requested that I look into the new Game Pass version of The Evil Within, which comes with a first person mode and an option to change the FOV in that mode, along with some other improvements.
I downloaded the rather sizeable 50 GB game and found that Flawless Widescreen did not work for it, which must have been the cause of the...
2021-03-22 05:02:43 +0000 UTC
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The game mostly relies on the default Unreal Engine 4 behavior, so there was nothing particularly complicated in creating this fix based on my past findings. I just had to adapt them.
The trainer fixes the black ...
2021-03-18 05:40:49 +0000 UTC
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On March 10, The Medium was updated to support ultrawide and superwide resolutions. Many seemed happy, but as a modder I was skeptical about the implementation and feared that it would break my solution, leaving 48:9 and wide...
2021-03-12 20:35:48 +0000 UTC
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Breathedge is another Unreal Engine 4 game that produces vert- scaling by its use of horizontal field of view. The game comes with an FOV slider of 70-120 degrees, which is alright for 21:9, as the maximum of 120 is equivalent to 106 at 16:9. However, 32:9 users and anyone looking to go beyond that value had the usual documented option of ...
2021-03-08 01:11:17 +0000 UTC
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Following a series of requests by several WSGF users to contribute Detailed Reports, my inability to help due to my moderator status only affecting the subreddit and Discord, and the founder being reasonably busy with life, today we heard back from one of the old-school admins and ...
2021-03-04 21:48:20 +0000 UTC
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Every now and then I get requests or I just download and try games to see whether they support wider resolutions. Sometimes they don't and the solution is as simple as an aspect ratio change or a launch option, and it doesn't feel right for me to take credit for something as trivial and present it as my own thing. Others do it all the time and i...
2021-02-27 22:51:12 +0000 UTC
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Two or three days ago, I got a request for a solution for the Game Pass / Microsoft Store version of Ori and the Blind Forest: Definitive Edition. I downloaded the game shortly after to see if it would share any code with Ori and the Will of the Wisps previously 2021-02-20 10:29:55 +0000 UTC
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Running the Assignments system on PCGamingWiki, I watched KingKrouch cover the game and the manual solution based on the known FOV and black bars r...
2021-02-19 13:15:39 +0000 UTC
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The game was originally released exclusively to Epic Games Store and now it's coming to Steam in less than two weeks. I got an early Steam copy through the /r/ultrawidemasterrace curator, which is a bit funny, considering we can't even review it as supporting ultrawide.
What we can do is hack it like there's no tomorrow, right?
I f...
2021-02-18 06:23:41 +0000 UTC
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I was working non-stop for almost two days, improving The Medium trainer even further mostly following a report from a 48:9 user on its split screen FOV issues at that aspect ratio. One interesting finding w...
2021-02-07 11:20:22 +0000 UTC
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The Medium trainer now has 32:9 and 48:9 support with all the icons where they should be.
2021-02-05 11:40:57 +0000 UTC
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As teased earlier, this is what I've been working on lately. I got an early review code to cover the game for PCGaming...
2021-02-04 11:48:15 +0000 UTC
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Something is cooking up and may be released soon! It's unlikely to be a huge hit but it has a very crafty implementation under the hood. I sure do have a love-hate relationship with games because I want a challenge but I also don't want to burn out!
2021-02-01 19:53:13 +0000 UTC
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Following a request on reddit, I had the game preloaded just to look into its ultrawide support after the developers famously claimed that it would be impossible in this game.
I started working on a soluti...
2021-01-30 10:28:37 +0000 UTC
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As usual in Microsoft Store apps, the game files are inaccessible, so I produced a new solution following a request specifically for that game version....
2021-01-24 01:32:18 +0000 UTC
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Looks like my just released patcher is the first ultrawide solution for the game since its release in 2017! It's taken quite a bit of experimenting with the code to get to it. Let me know of your experience.
2020-12-28 04:59:25 +0000 UTC
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2020 started quite well. In January, I managed to produce an ultrawide solution for Dragon Quest Builders 2 despite its in-house engine and lack of reliance on a specific aspect ratio. The more complicated solutions a...
2020-12-24 12:43:23 +0000 UTC
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After the game release in October 2019, I was having a hard time downloading the game from Game Pass while other WSGF members were desperate for a solution.
Having downloaded it, I started working on a trainer, ...
2020-12-16 18:31:03 +0000 UTC
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Shortly after I created and published my Red Dead Redemption 2 trainer, I was approached by a user who had a hard time modifying the game field of view and asked for help. As a result, I looked into the...
2020-12-08 17:47:08 +0000 UTC
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Following a WSGF report of the game having black bars at the cutscenes but no gameplay FOV decrease, I began to prepare to mod the game by experimenting with Drake Hollow, which is affected by the same behavior. It has taken me around 7 non-stop hours to come up with calculations and a script to solve the issue.
After I got access to Twin Mir...
2020-12-02 09:16:29 +0000 UTC
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I'd like to thank my first patron for being the very first to support me on here. Going forward, I will try to make more posts, sharing screenshots of my solutions and all the latest updates.
Unlike some other people involved in creating wider screen solutions, I do my best to make each one of my tools future-proof, almost never relying o...
2020-11-25 01:47:17 +0000 UTC
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