Poll of the Day > what is the first pc game that natively supports 16:9 resolutions?

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jjgg123
04/10/18 7:27:36 AM
#1:


what's its name and in which year did it get released?
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Lokarin
04/10/18 7:28:44 AM
#2:


Depends how technical you want to get, because there are some ancient games where you can set the resolution to ANYTHING
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jjgg123
04/10/18 7:35:18 AM
#3:


Lokarin posted...
Depends how technical you want to get, because there are some ancient games where you can set the resolution to ANYTHING

go to the option menu, find graphic setting and there are 16:9 resolutions to choose from for the game. i wonder since when pc games started to have those resolutions
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Kyuubi4269
04/10/18 7:37:58 AM
#4:


jjgg123 posted...
Lokarin posted...
Depends how technical you want to get, because there are some ancient games where you can set the resolution to ANYTHING

go to the option menu, find graphic setting and there are 16:9 resolutions to choose from for the game. i wonder since when pc games started to have those resolutions

You could put in 1920x1080 pretty much day one, this is a perfect example of how companies take out options to simplify.
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Lokarin
04/10/18 7:44:32 AM
#5:


QBasic offered 640x350 Screen modes, which isn't True 16:9 but it's pretty close. (Screen Modes 9 and 10)
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Red_Frog
04/10/18 8:14:54 AM
#6:


I don't know that it was the first, but Quake was released in '96 and supported pretty much everything. However, it was some time before graphics acceleration caught up and was able to display the game at high resolution.

Although, before Quake was ever played at high resolution, it was actually written in 1080p (at the time simply known as 1920x1080).
https://www.geek.com/games/john-carmack-coded-quake-on-a-28-inch-169-1080p-monitor-in-1995-1422971/
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jjgg123
04/15/18 3:45:36 AM
#7:


what's the first pc game designed to support 16:9 resolutions?
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shadowsword87
04/15/18 3:51:22 AM
#8:


Why do you care?
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Sahuagin
04/15/18 10:14:38 AM
#9:


it's going to just be some random game from a long time ago that was designed resolution independent and used directx so that it enumerated the display caps of your card.

you can check https://pcgamingwiki.com for any particular game

Deus Ex is the earliest I've seen so far
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EvilMegas
04/15/18 10:25:54 AM
#10:


Google.com
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KJ StErOiDs
04/15/18 10:26:58 AM
#11:


It's probably a game that nobody will ever guess.

Do you know what it is, TC?
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jsb0714
04/15/18 10:47:55 AM
#12:


DuckTales Remastered

j/k
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Foppe
04/15/18 11:16:00 AM
#13:


Virtua Fighter on 32X.
World Cup USA '94 on Sega CD allows you to switch between 32 and 40 Column mode, which gives a pseudo 16:9 effect.
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Lokarin
04/15/18 11:49:14 AM
#14:


Well, lets narrow it down by year

Doom definitely did, and also supported 4k technically
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Sahuagin
04/15/18 9:21:33 PM
#15:


Lokarin posted...
Doom definitely did, and also supported 4k technically

it was not designed to support it, you can hack it to. (if you even can?)
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Lokarin
04/15/18 9:30:12 PM
#16:


Sahuagin posted...
Lokarin posted...
Doom definitely did, and also supported 4k technically

it was not designed to support it, you can hack it to. (if you even can?)


Doom supported multimonitor support which required widescreen processing. Since there weren't graphics cards to multi-render the screen instead the game does a sort of fake split-screen with 4 instances of the same screen being drawn at once and each sector being sent to a different monitor.
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Teeth
04/15/18 9:30:27 PM
#17:


pong.
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Sahuagin
04/15/18 10:02:12 PM
#18:


Lokarin posted...
Doom supported multimonitor support which required widescreen processing. Since there weren't graphics cards to multi-render the screen instead the game does a sort of fake split-screen with 4 instances of the same screen being drawn at once and each sector being sent to a different monitor.

how does that make it "natively support" 16:9?

I guess one thing would be to establish the lowest widescreen res. 1024x576 or 800x450 or 640x360 or 320x180 would all be 16:9, for example, at least mathematically, and if they exist. otherwise it would be 1280x720.
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Lokarin
04/15/18 10:09:58 PM
#19:


Well, in order to get 4 4:3 screens you have to render a 16:9 screen... even though it didn't display as such
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Sahuagin
04/15/18 10:16:40 PM
#20:


Lokarin posted...
Well, in order to get 4 4:3 screens you have to render a 16:9 screen... even though it didn't display as such

4 4:3 screens is still 4:3...
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Foppe
04/16/18 12:50:27 AM
#21:


4 4:3 screens is equal to one 8:6 screen, which is still 4:3.
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Lokarin
04/16/18 11:31:47 AM
#22:


Foppe posted...
4 4:3 screens is equal to one 8:6 screen, which is still 4:3.


That's strange - I remember a 16:9 screen is subdivided into 4 4:3 segments... I guess they just used some dead space and stretched the image in the example I remember.
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Foppe
04/16/18 11:44:41 AM
#23:


You sure it wasnt 12 screens?
4x3 would make it.
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Lokarin
04/16/18 11:46:05 AM
#24:


Foppe posted...
You sure it wasnt 12 screens?
4x3 would make it.


Idk, I'm having a "wait, I've been wrong for years?" moment over here
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