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ultrawide option not apply / do nothing #175

Closed as duplicate
Closed as duplicate

Description

@felixthecat1970

Setup PC: w11 24h2 / ryzen 7600x3d / 16gb ram - 16gb vram nvidia (617.14) / ssd -nvme / 3440x1440

HookshotBuilder lastest Build sha256:b50e493b250f4b82b52b2777cd08e41a710d1db187950960b2f2659baadfca76

hookshot_options.ini

fullscreen=1
frame_generation=0
frame_pacing=0
resolution=0
upscaling=0
sharpness=0
game_speed=0
handheld_profile=0
ultrawide=1
fps_counter=0

Tested: language: en-US / es-419

-Ultrawide option not work / do nothing

ULTRAWIDE OFF
Image

ULTRAWIDE ON
Image

Log created with language: en-US

hookshot_log.txt

Activity

  1. turpcorp commented on Nov 7, 2026

    @turpcorp

    Exact same result on 32:9.

    Best guess at the reason: the ultrawide code was carried over from “TOTK”. The 16:9 value it patches is probably not the one Ocarina of Time’s camera actually reads. The readme claims “the 3D keeps its shape”, but it doesn’t.

  2. turpcorp commented on Nov 7, 2026

    @turpcorp

    Follow-up with log evidence (5120x1440 monitor, ultrawide=1, in a 32:9 window):

    [hos host] boot: aspect ratio 3.5556 in place of 1.7778
    [hos host] vk: swapchain 2560x720
    

    So the patch in host/hos_main.c is applied, but the camera doesn't use the patched value. Round objects (the moon in Kokiri Forest at night) come out about twice as wide as tall: the 16:9 picture is just stretched.

    Note that PR #205 keeps stretching when Ultrawide is on, on purpose. Until the camera actually reads the new aspect, Ultrawide will still look stretched even after that PR is merged.

  3. NotRexed commented on Nov 7, 2026

    @NotRexed
    Owner

    Thanks for the report! This is the same problem as #297, so I'm folding it into that issue to keep everything in one place. Please follow #297 (and add your log there if it shows something new).

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