Imagining that a game was designed for a standard 4:3 ratio, the following can be done when the user or game switches to another screen dimension:
(a) Lock the ratio at a fixed value: either keep the world view dimensions by scaling the view down to fit in the screen dimension, or locking the window size or screen resolution to a preferred ratio. The first one will create unused screen space on either the sides or top/bottom of the screen. I imagine this is almost necessary for games where the range of visibility is a critical factor in play.
(b) Use the extra screen space to give more world view. Depending on how the window is shaped, this can give either a vertical or horizontal view advantage to the player.
(c) Truncate the view either vertically or horizontally to match the minimum world dimension to the screen. This creates a player disadvantage for non-standard dimensions.
(d) Others?
What's your preference? What kinds of games are most/least affected by this, and how? Do you let players who have large or wide-screen displays get their money's worth ?
(or folks who are willing to create a narrow wide window at the expense of detail). Do you fill dead space with pretty filler or leave it black? I think varying ratios are less noticeable in 3D games, especially where changing the FOV is allowed -- the player can trade off field-of-view for detail at will, and a little extra screen space on either side due to a funky resolution doesn't seem to make much difference, though I've never played 3D on a true wide-screen -- maybe I'm totally wrong.
-Pentalon



