I’d like to briefly talk about changes (and issues) we introduced in 1.9.1 along with the Ultra HD Mode.
First of all, we owe you a big apology for the inconveniences caused and for the bad communication of these changes.
Ultra HD Mode was originally intended to hotfix the wrong UI scaling on 4k screens leading to tiny and barely readable UI elements during matches. It turned out that various uncommon native screen resolutions wouldn’t work as well with this hotfix as we had anticipated, as some of you have painfully experienced (thanks for letting us know!). As a consequence, we’re removing the hotfix again with the next release, the date of which has yet to be confirmed.
On top of that, we introduced a few issues with the Ultra HD mode hotfix, such as the resolution being reset on the next client start, which slipped during internal testing and thus made their way into the live game. Again, sorry for that.
For those among you with an interest in the technical details:
The hotfix’s idea was, simply put, to render the UI in Full HD while rendering the actual game in 4k - avoid the wrong UI scaling, but still have nice and crisp game visuals in 4k. But why hotfixing the UI scaling issues, you may ask, instead of actually fixing the scaling of the UI? The reason for this is that we are currently transitioning away from Flash-based Scaleform as our UI solution of choice toward Unreal Engine’s native solution, Unreal Motion Graphics. This transition is a slow and cumbersome process, though, particularly because it is largely interdependent with another beast we are currently battling, the merging of the PS4 and PC code bases. Now, fixing the UI to work with 4k monitors would have meant to touch a lot of stuff in Scaleform, which is ultimately redundant work because of the transition to UMG. So in order not to waste resources, we decided we would try the hotfix.