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2560 wide 21:9 vs 16:9

post #1 of 16
Thread Starter 
Hello,

I've been reading for some time and I found a lot of info concerning both monitors, on the web and on these forums. People often compare the 21:9 ultra wide monitors to the 1080p in the comments or video reviews saying they see much wider in games and on the desktop.

But I seem to find no good info comparing two monitors with the same resolution but different aspect ratio.
The resolution I'm talking about here is 2560 pixels wide, used in 1440p monitors for a 16:9 ratio and used in ultra-wide 21:9 ratio being 1080 vertical.

To my knowledge, ultra-wide monitor 2560x1080 is just a 2560x1440 with top and bottom chopped, right ? In the OS and softwares, you have the exact same horizontal resolution, which means you don't see "wider" with an ultra-wide panel versus a 1440p panel, that's for sure. But what about games? In both screen the game will be running 2560 pixels horizontally, so how could one "see wider" with an ultra-wide monitor versus the 1440p ?

This is how I understand it:



Am I missing something here? People seems to claim 21:9 is much wider for gaming and you see more stuff horizontally and have a "better gaming experience", I guess that's only vs a 1920x1080 monitor, right ? Cause vs a 1440p monitor you see as wide but like 20% more vertically if I'm right.

Enlighten me
post #2 of 16
It will look like half-eyefinity at best.

The wider the more you see on your sides in FPS games and racing games.

Wider for games. (21:9/16:9)
higher for work. (16:10/5:4)

Crysis 3 with 21:9
crysis3-game-21x9.png

...and 16:9
crysis3-game-16x9.png
Edited by Ecchi-BANZAII!!! - 3/13/14 at 3:38pm
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post #3 of 16
Not to thread jack, but are there any 21:9 monitors at 120hz? or possibly any capable of overclocking?

I like the aspect, but I like anything with a higher frequency much much more.
post #4 of 16
Thread Starter 
Quote:
Originally Posted by Ecchi-BANZAII!!! View Post


Crysis 3 with 21:9
crysis3-game-21x9.png

...and 16:9
crysis3-game-16x9.png

Again, arent those two images comparing a 21:9 with 2560 pixels wide versus a 1920x1080 16:9 monitor, in which of course having 1920 pixels wide will display less stuff in the sides? Or is that second image REALLY from a 2560x1440 monitor ? I don't understand how one could see more horizontally as they both have the same amount of pixels (2560) ?
post #5 of 16
There are no 120hz 21:9 displays...and the 29" models are the same height as 23" 1920x1080 monitors. Some people have overclocked their 29" monitors but I am unaware of any proper frame skipping tests. All of the 2560x monitors with multiple inputs which overclock and have been properly tested have dropped all of the additional (>60hz) frames. 2560x1440 is 16:9, the above comparison is correct.
Edited by MenacingTuba - 3/13/14 at 4:00pm
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post #6 of 16
Thread Starter 
So the resolution has nothing to do with how wide you see in the game?

Meaning a 4K monitor with a 16:9 ratio will not see wider than a 1920x1080 with 16:9 ratio in games, is that right ?
post #7 of 16
Most 21:9 panels have some interlacing in the OSD and as a result have an increased input latency, I wouldn't personally use it for gaming.

As to the OP you have to understand that FoV is not dependent on pixel count but on the aspect ratio of the monitor. It does not matter if the horizontal count is larger, both 2560x1440, 1920x1080 and 1280x720 will show the same FoV as they are both a 16:9 ratio. In retrospect you can make a custom resolution on your 1080p monitor of 1920x720 and attain a similar (wider 24:9) aspect ratio than a 2560x1080 monitor and be able to see more on the sides as long as the game uses a locked vertical FoV.

To provide another example if pixel count mattered in FoV then people still using 800x600 would barely be able to see anything. Devs don't do that, so they code by aspect ratio.
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post #8 of 16
Widescreen propellerheads insist that the missing piece at the top and bottom doesn't ruin immersion effect, and unfortunately many subscribe to their propaganda. The correct question to ask yourself is "do you want your entire view to filled in?" Then, you may proceed and check what actual human field of view is
http://en.wikipedia.org/wiki/Human_eye#Field_of_view
Therefore, if human vision is close to 4:3, then letterbox (21:9) is just ridiculous waste of screen area. Embrasure view of the world have been compromised with IMAX already, and it will be dead with Occulus Rift.
Edited by Tegiri Nenashi - 3/14/14 at 11:12am
post #9 of 16
Just adding a titanfall comparison, my cockpit feels much less cramped smile.gif

http://imgur.com/a/docX3
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post #10 of 16
Quote:
Originally Posted by Tegiri Nenashi View Post

Widescreen propellerheads insist that the missing piece at the top and bottom doesn't ruin immersion effect, and unfortunately many subscribe to their propaganda. The correct question to ask yourself is "do you want your entire view to filled in?" Then, you may proceed and check what actual human field of view is
http://en.wikipedia.org/wiki/Human_eye#Field_of_view
Therefore, if human vision is close to 4:3, then letterbox (21:9) is just ridiculous waste of screen area. Embrasure view of the world have been compromised with IMAX already, and it will be dead with Occulus Rift.

Not sure where you drew that conclusion, but that wikepedia article states that human vision is almost 180 horizontal. Enabling humans to have an almost 180-degree forward-facing horizontal field of view

And there is no missing piece at the top and bottom, as you can see from the screen shots. All the vertical information still remain, but it has a wider fov.
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