In Bungie's weekly update relased yesterday, the addressed the complaints with Halo 3's widescreen-splitscreen implementation:
Now, to address the field of view issue, here is how the game looks from the same perspective with one player widescreen:
Clearly, they are maintaining the same vertical FOV (with silight differences in the hight of the view to compensate for underscan), and the horizontal FOV is widened considerably to account for the difference in aspect ratio without stretching. Here is are the two images composted to illustrate the difference:
Personally, I would have much rather they at least gave us widescreen-splitscreen users the option to have that wider horizontal field of view across the full width of the screen, along with a smaller vertical field of view to compensate for the difference in aspect ratio while avoiding stretching. Here is a rough approximation I created to demonstrate what that would look like (the HUD would need to be reworked to fit, so I turned that off for the shots)
*Note that it looks blurer becuase of how I created it out of the SD captures I've been using here. If the method were actually implemented into the game it would not effect on the precived resolution.*
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Granted, that is just one example done using the screenshots I have, and various adjustments could be made to provide splitscreen a somewhat different view while filling the screen. But anyway, my question to the forum is; do you think Halo 3's splitscreen is best left how it is, or do you think it could be done better?
In contrast to the above claim, the truth is they did nothing to maintain the proper 16:9 aspect ratio of HDTVs in two-player splitscreen. Rather, they simply avoided the issue outright by using a pillarboxed 4:3 SDTV aspect ratio instead. To illustrate that, here is an example of Halo 3 running in widescreen-splitscreen, taken in theater mode while both players are observeing from the same perspective:POLOFOLKS asks,
Is there a fix in the works for the split screen issue? For most of us it’s killing us to see 2 black bars every time we play with a buddy.
We do that to maintain a proper field of view and aspect ratio on HDTVs. The alternative is a broken Field of View or stretching. One awkward trick you could use is to set your box to 480p and non-widescreen, then let your HDTV stretch the signal. That would be sorta fugly, however.
Now, to address the field of view issue, here is how the game looks from the same perspective with one player widescreen:
Clearly, they are maintaining the same vertical FOV (with silight differences in the hight of the view to compensate for underscan), and the horizontal FOV is widened considerably to account for the difference in aspect ratio without stretching. Here is are the two images composted to illustrate the difference:
Personally, I would have much rather they at least gave us widescreen-splitscreen users the option to have that wider horizontal field of view across the full width of the screen, along with a smaller vertical field of view to compensate for the difference in aspect ratio while avoiding stretching. Here is a rough approximation I created to demonstrate what that would look like (the HUD would need to be reworked to fit, so I turned that off for the shots)
*Note that it looks blurer becuase of how I created it out of the SD captures I've been using here. If the method were actually implemented into the game it would not effect on the precived resolution.*
:
Granted, that is just one example done using the screenshots I have, and various adjustments could be made to provide splitscreen a somewhat different view while filling the screen. But anyway, my question to the forum is; do you think Halo 3's splitscreen is best left how it is, or do you think it could be done better?
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