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Like I said before, it depends on the how engine is written, not whether it's OpenGL or DirectX.
The problem in the past is that there were no set standards or guidelines to develop for.
Newer games, if they want to be "Games for Windows" certified, must follow a specific guideline, which includes supporting any resolution that your display driver does. However, there is no mention as to whether a game must scale horizontally or vertically, and for good reason — fighting games like Street Fighter IV, or others, should not scale horizontally. The current implementation scales vertically. This is wrong because when using extremely wide aspect-ratios, you can't really see anything and the game is unplayable. Instead, it should be anamorphic. This is left up to the developer to decide on how to handle it. On top of that, that's only for games that are "Games for Windows" certified. It's not a requirement to be certified, and very few games actually are.
The best thing to do is make a community outcry when a game doesn't work the way you want. It may or may not work in getting it supported. It's worked in the past so it's worth a shot.
At a minimum 5:4, 4:3, 16:10, and 16:9 should be supported properly, since those are common aspect-ratios that are within the reach of everyone. Games released within the last two years have primarily been designed for 16:9 as the native aspect-ratio. Lacking support for 5:4, 4:3, or 16:10 in that case is bad. However, if they support those, but lack support for triplehead, you can't really blame them. Not every developer has three monitors that they game on and can verify if it works in that situation or not. On top of that, if you look at how many people actually play games with three screens, it's a very, very small number. It's probably just not cost-effective to go out of their way to make sure everything works properly with three screens. I think in a case like this, it's probably best if Matrox goes out of their way to solicit all of the game developers and publishers to support TH.
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