Rad Rodgers: World One

Detailed breakdowns of how games react to widescreen, ultra-wide, 4k and multi-mon
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czarman
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Rad Rodgers: World One

Post by czarman »



Widescreen Grade: B
Ultra-Widescreen Grade: B
Multi-monitor Grade: C
4k Grade: B

Read Full Detailed Report - Rad Rodgers: World One

Bringing back the 90's-era PC platformer with a game inspired by classics like Commander Keen, Conker, Ruff'n'Tumble & Jazz Jackrabbit.


4:3


16:10


16:9


21:9


3x1

Last edited by czarman on 24 Nov 2017, 20:28, edited 1 time in total.
Reason: Edit
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scavvenjahh
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Re: Rad Rodgers: World One

Post by scavvenjahh »

This should be fun in tallscreen...
Is there always a foreground like that ? I'd say the Vert loss and invasive graphics amount to a major flaw in Ultrawide. WS on the other hand is vastly Hor+, so that counts as Hor+ and 4K is A-OK. It seems safe to assume that the game was designed with 16:9 as a baseline.
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czarman
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Re: Rad Rodgers: World One

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I only played the first Level - no the "stupid" foreground (black grass) is only in the startpoint once you jump up or go down to the lower Level the view is normal/clear. But again a Unreal Engine 4 Game where only cheatEngine can do the difference. I tried a lot Hex edits and ini edits to alter the view - no success so far. From Unreal Engine 1 - 3 you could Console edit, ini edit and hex edit but UE4 is a nogo :thumbdown:
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Re: Rad Rodgers: World One

Post by czarman »

Found the FOV - added the FIX in the DR.
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