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What is WSGF?
WSGF (Wider is Better) is a community site focused on one practical problem: making PC games work well across unusual display setups—ultrawide monitors, multi-monitor arrays, and other non-standard aspect ratios. Its core content is per-game reports on how a title behaves in those configurations, plus discussion and fixes for games that don't cooperate out of the box.
What you'll find there
- Detailed game reports covering recent and older titles alike, from large releases to smaller indie games.
- Articles and news on display-related topics, such as how ultrawide and multi-monitor support works in competitive games, aspect-ratio scaling behavior, and medal/rating conventions for grading a game's support.
- A forum where members compare results, troubleshoot, and share workarounds.
- A master games list that indexes coverage so you can look up a specific title.
Who it's for
The site suits players who already own or are considering an ultrawide or multi-monitor setup and want to know, before buying, whether a given game will render correctly, whether cutscenes and UI will stretch or letterbox, and whether fixes exist. It's less useful if you play on a single standard 16:9 display and don't care about aspect-ratio behavior.
How to use it
Start with the detailed report for the game you're about to buy or play, then check the forum if the report flags problems—community threads often carry the actual fix. The articles are worth reading once to understand the site's grading language, so a "good" or "poor" verdict tells you something concrete about your own setup.
How can I check whether a specific game supports ultrawide or multi-monitor setups before buying it?
Start with WSGF, which reviews and documents how games behave across ultrawide and multi-monitor display configurations. Its game reports are the closest thing to a pre-purchase compatibility check: look up the title, then read the detailed report rather than relying on the game's store page, which rarely states aspect-ratio behavior.
What to confirm in a report
- Native ultrawide support: whether 21:9 or 32:9 resolutions are selectable without workarounds.
- Multi-monitor behavior: whether the game spans three screens correctly or stretches, crops, or letterboxes the image.
- HUD and interface scaling: whether menus and on-screen elements stay usable at wide aspect ratios.
- Known fixes: community patches, config edits, or launch options that make an unsupported game playable.
Practical decision criteria
If you mainly play competitive shooters, check whether the game restricts wide aspect ratios to keep the field of view fair—WSGF has discussed this tension in competitive titles. For single-player games, a report noting minor HUD quirks is usually acceptable; a report noting a hard resolution cap or broken cutscenes is a stronger reason to wait or skip.
As a next step, search the game's title on WSGF, read the most recent report, and cross-check the developer's patch notes for display-related fixes, since support can change after launch. If no report exists, ask in the WSGF forum before buying.
What do the WSGF medals and grading tiers mean for a game's widescreen support?
WSGF's medals and grading tiers are a shorthand for how well a game handles widescreen and multi-monitor setups, not a measure of the game's overall quality. The site is built around reviewing whether games work across different display configurations, so the grades describe display compatibility specifically: how cleanly the image scales, whether the field of view is correct at wider aspect ratios, and whether ultrawide or multi-monitor arrangements introduce cropping, stretching or interface problems.
The tiers generally run from a top "gold"-style grade for games that work correctly across the widest range of configurations with no meaningful compromises, through middle grades for games that work but need small fixes, workarounds or accept minor issues (such as interface elements placed oddly or slight distortion), down to low grades for games that are broken or heavily restricted at wider aspect ratios. Higher grades matter most to people running 21:9, 32:9 or triple-monitor setups, where small flaws become obvious; someone on a standard 16:9 screen may find a lower-graded game perfectly playable.
A practical next step: open the detailed report for a specific title and read which configurations earned which grade, rather than relying on the headline medal alone. For example, if you plan a triple-monitor racing setup, check whether a simulation title like Project Motor Racing carries a high grade for surround configurations before buying, since a game can score well at 21:9 yet lose points at 48:9. Treat the tiers as a filter for your own display setup, and the per-game notes as the real decision criterion.
How do I fix a game that stretches or letterboxes on an ultrawide monitor?
Start with the game's own display settings, then fall back to community-tested fixes and, last, GPU-level scaling. Most stretching or letterboxing on an ultrawide comes from one of three places: the game only supports 16:9, it locks cutscenes to a fixed aspect, or the display/GPU is set to preserve aspect ratio instead of filling the screen.
A practical order of fixes
- Check in-game resolution and aspect settings. Set the resolution to your monitor's native value (for example 3440×1440 or 5120×1440) and look for an aspect-ratio or "screen fit" option. Some games hide widescreen modes behind a "fullscreen windowed" or "borderless" toggle.
- Confirm the desktop and GPU are not forcing scaling. In your GPU control panel, set scaling to "full panel" (or "aspect ratio" only if you want intentional pillarboxing) and make sure the display's native resolution is selected. A GPU set to "preserve aspect ratio" will letterbox even when the game supports ultrawide.
- Separate gameplay from cutscenes. Many games render gameplay at 21:9 but show pre-rendered cinematics at 16:9 with black bars. That is usually intended, not a bug; forcing it can crop important picture.
- Look for known per-game fixes. Ultrawide communities document hex edits, config-file tweaks, mods and "fix" patches for specific titles. Check the game's own page before editing files, since fixes vary by patch version and can break with updates.
- Test with a borderless window as a diagnostic. If borderless fills the screen but exclusive fullscreen letterboxes, the issue is usually a resolution or scaling mismatch rather than the game's rendering.
Where WSGF fits
WSGF is built around exactly this problem: it reviews and documents how games behave across widescreen, ultrawide and multi-monitor setups. Its per-game detailed reports are the most useful part for a specific title, because they record the actual aspect behavior and known workarounds rather than generic advice. The site also covers broader topics such as ultrawide support in competitive games and changes to its rating medals, which help you judge whether a game is natively ready or needs work.
| Situation | Likely cause | First move |
|---|---|---|
| Everything is stretched horizontally | Game or GPU forcing a 16:9 output onto a wider panel | Set native resolution and GPU scaling to full panel |
| Black bars on sides (pillarboxing) | Game locked to 16:9 | Check for widescreen mod or config edit |
| Bars only during cutscenes | Pre-rendered cinematics | Usually leave as-is; verify with community reports |
| Bars only in fullscreen mode | Resolution/scaling mismatch | Try borderless windowed, then compare |
As a next step, find the game's report on WSGF and note whether it lists native support or a required fix, then apply only the fix matching your patch version. If no report exists, test borderless windowed first—it resolves a surprising share of scaling problems without touching game files.
Is ultrawide or multi-monitor support a disadvantage in competitive multiplayer games?
It can be, mainly when a wider field of view reveals information the game's developers treat as an advantage. WSGF's article list includes a piece titled "Ultrawide and Multi-Monitor Support in Competitive Games," and its broader mission is reviewing and creating solutions so games work across display configurations — so the site treats this as a support question, not a settled verdict. The practical answer is that it depends on how each game handles extra screen width.
Where the disadvantage appears
- Stretched or cropped views. If a game keeps a fixed horizontal field of view, a wider monitor can crop top and bottom or distort the image, which hurts aiming and awareness rather than helping.
- Fair-play rules. Some competitive titles cap the field of view or letterbox ultrawide resolutions in multiplayer so no one sees more of the map. In those games a 21:9 or triple-screen setup gives you no informational edge and may add black bars.
- Peripheral overload. On three monitors, important HUD elements can land at the far edges, forcing head movement during fast fights.
- Performance cost. Higher resolution means more pixels to render; if frame rate drops, the wider view becomes a net loss in a genre where responsiveness matters.
Where it helps or is neutral
Single-player and co-op modes in the same game often support ultrawide fully, so the same purchase serves both. Simulation and racing titles, including those WSGF covers such as Project Motor Racing, tend to benefit from a wider view because cockpit visibility is part of the experience rather than a competitive edge.
A practical next step
Before buying a wide display for a competitive shooter, check that specific game's support notes on WSGF for its multiplayer field-of-view behavior, then test one match at your target resolution and note your frame rate. If the game letterboxes or caps the view, treat the wider screen as a comfort upgrade, not a competitive one.
What display configurations and aspect ratios does WSGF cover, and how do I find reports for my setup?
WSGF focuses on display setups beyond the standard single widescreen monitor. Its reviews and reports are built around making games work across unusual aspect ratios and multi-screen arrangements, and its coverage centers on three broad families: ultrawide (roughly 21:9 and the wider 32:9 super-ultrawide), multi-monitor (two or three screens in landscape, plus portrait and mixed-orientation layouts), and standard 16:9 and 16:10 for comparison. It also tracks related variables that affect whether a setup actually works, such as field-of-view behavior, HUD scaling, and stretching or letterboxing at non-native ratios.
Finding reports for your setup
Each game gets a detailed report page, and the site's recent list shows the format: a game name with a dated entry summarizing the title and its display behavior. To locate yours:
- Search the game's title in the site's game database or master games list.
- Open the detailed report and read the aspect-ratio and multi-monitor sections, which are usually graded separately.
- Check the date on the report. A verdict from an older patch can be stale, so treat pre-release or early-access entries as provisional.
- Cross-check the forum thread linked from the report for user-confirmed fixes, since community workarounds often appear before an official update.
Practical example
Say you run three 1440p monitors in landscape for a total of 7680×1440. A game graded well for single ultrawide may still fail here, because triple-wide rendering stresses FOV limits and HUD anchoring differently. Read the multi-monitor section specifically, and look for notes on whether the HUD stays on the center screen or stretches across all three.
Decision criteria
- Match the exact configuration, not just the ratio. Two 16:9 screens side by side behave differently from one 32:9 panel.
- Weight the report date against your patch level. A "gold" rating from a year ago may not reflect the current build.
- Separate rendering from usability. A game can render correctly at 32:9 yet place critical UI at the extreme edges.
For official game details and patch notes that explain display changes, check the publisher's own site, such as Embark Studios for ARC Raiders or Straight4 Studios for Project Motor Racing, alongside the WSGF report.
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