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When I created my solution for the original Blasphemous game in 2020, I knew it wasn't anywhere near perfect. It involved modifying some of the game code to change the aspect ratio but failing to remove the black bars, so I used ReShade to just stretch that content to fill the user's screen.

It was tolerable and even playable, but even past the frankenstein implementation, the experience of playing the game this way was not optimal. One issue I didn't like when testing is the occasional vertical lines (mentioned in one of my recent posts!). They looked like holes in the game world and seemingly revealed the parallax background, causing the impression of flickering.

After fixing Blasphemous 2, I wondered if I could take some of the new findings to improve the solution for the original game. I also knew it would benefit my own playthrough, as I still haven't got to playing the game. However, the actual push to commit was even more recent, when a supporter asked whether my existing solution works for all 32:9 resolutions. The answer was yes, but I thought it would be a good time to revisit and build on my experiments in between those events.

Indeed, my Blasphemous 2 research was useful, and so was my expanded knowledge of Unity. I was able to fully rework the fix, and here are the features also documented on the mod page:

- Scaling made true to the original, with no shifted pixels, game object changes or flickering vertical lines.
- UI centered, with a config option to make it span.
- No more hardcoded aspect ratios. The fix adapts to the current resolution, allowing for 48:9 support for the first time.
- Now all in one drag-and-drop solution.

Files

New fix, spanned UI
Old fix
New fix, centered UI
Native support

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