My shiny new Samsung LC49J89 49" 32:9 Ultra-Wide Curved Monitor

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Bought this a few day and it looks truely amazing (shame they dont do it in silver). its so wide. I was concerned about the text being small as its stupidly wide but the text on the 1080 version, I would say was about spot on, not too big but not too small to give you eys strain after a few hrs of using this screen for reading.

I am amazed how many of my games can be run at the full res of 3840x1080 as I thought my good old r9 290 gpu would straggle badly, but it runs Dirt Rally, Alien Isolation, Grid2, Grid Autosport and DOOM maxed out silky smooth. But games look stretch at the last 2-3 inches left and right of the screen though. Because of this FPS games do look better at 2560x1080 as is cuts the last 2-3 inches off the screen where it looks stretched... Anyone know why this happens and is there anyway to fix it?

So.... brilliant monitor and I couldn't of asked for anything better accept they could have done a silver version. But it has that wow factor, its like going from a CRT monitor to a LCD.

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Im glad I didnt get a 4k version of the superwde because this guy has a 27" 4k widescreen and he complains the text is too small.. https://www.youtube.com/watch?v=6Gq2YPOrx50

The 43" version isnt 4k, it's 3840x1200. This is why i really dislike all this '2k' 4k' labeling because it doesnt address the aspect ratio at all. The 43" 3840x1200 panel has a pixel density of about 91 DPI and the 49" 3840x1080 is about 81. For reference, a 27" 4k (3840x2160) panel work out at about 163 DPI. The higher the DPI, the smaller a font appears on the screen and 4K 27" panel has a significantly higher DPI than either :)
 
I know the 43" version is a lower res, Im just saying I am glad I didnt go higher then a 1080 when I bought the monitor, as I do a lot of reading and research on the pc so being able to read stuff easily is my first priority, and gaming is the 2nd. But 1080 looks fine to me, cant see the pixels when gaming at all, but then again you should be more worried about not dying and concentrating on whats going on.
 
There are a few widescreen fix programs out there but none that I saw support the games you mentioned. You may have better luck hunting them.

What I'd try is "Windowed Borderless Gaming Tool" if precise customisation isn't possible in-game, to set resolutions like 3600x1080 for example. You'll still get black bars but make use of more of the screen.
 
I have been looking at vids of people playing games in 3840 res and they look stretched aswel but no one else has commented about it so I must be fussier then most. But if you look at this screenie of dirt rally in 3840x1080, the sides are stretched (look at that guy on the left),,not by much but they are still stretched, and that shouldn't be the case if the res is maxed surely.....

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I know the 43" version is a lower res, Im just saying I am glad I didnt go higher then a 1080 when I bought the monitor, as I do a lot of reading and research on the pc so being able to read stuff easily is my first priority, and gaming is the 2nd. But 1080 looks fine to me, cant see the pixels when gaming at all, but then again you should be more worried about not dying and concentrating on whats going on.

I was just saying, the 44" S-UW is really not comparable to a 4k 27" panel. fonts are WAY smaller on the later - too small, IMO.
 
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Which cable are you using? HDMI or DP?
Im using DP, HDMI only goes upto 1920 apparently?

This is 2 Screenies of Alien Isolation in 3840 with the Emergency Console in the middle of the screen and then to the right of the screen.... The stretching is more noticeable in AI so I have that set to 2560x1080 so it cuts the sides off and then its not as noticeable.

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Im using DP, HDMI only goes upto 1920 apparently?

Depends on the HDMI type. 1.3 I think could already do 2560x1440 at 60Hz. HDMI 2.0 can do 3840x2160 at 60Hz.

Reason I asked is because I saw a post earlier about stretching on this monitor and the chap said his fix was to use Display Port instead of HDMI. So won't be of help in this case, unless it can provide a clue as to what it actually is.
 
Im glad I didnt get a 4k version of the superwde because this guy has a 27" 4k widescreen and he complains the text is too small.. https://www.youtube.com/watch?v=6Gq2YPOrx50

You just have to deal with the issue of scaling text is always going to be small on high ppi displays. The problem is this is what gives the panels depth and that fantastic image. Good programs would let you adjust the UI and text from x1 to x4 which is the real issue.
 
Even if the height of the screen measures the same of a 27" and a 34", 43", 49" ultra/super wide?
Yes, because of the DPI. (Dots per inch). a 4k 28" panel has twice the DPI of your 49", so twice as many dots per inch.

I'll pick some points from here to explain:
https://docs.microsoft.com/en-us/windows/desktop/learnwin32/dpi-and-device-independent-pixels
When it comes to a computer display, measuring text size is problematic because pixels are not all the same size. The size of a pixel depends on two factors: the display resolution, and the physical size of the monitor. Therefore, physical inches are not a useful measure, because there is no fixed relation between physical inches and pixels. Instead, fonts are measured in logical units. A 72-point font is defined to be one logical inch tall. Logical inches are then converted to pixels. For many years, Windows used the following conversion: One logical inch equals 96 pixels. Using this scaling factor, a 72-point font is rendered as 96 pixels tall. A 12-point font is 16 pixels tall.

12 points = 12/72 logical inch = 1/6 logical inch = 96/6 pixels = 16 pixels

This scaling factor is described as 96 dots per inch (DPI). The term dots derives from printing, where physical dots of ink are put onto paper. For computer displays, it would be more accurate to say 96 pixels per logical inch, but the term DPI has stuck.

Because actual pixel sizes vary, text that is readable on one monitor might be too small on another monitor....

So, because a 12 point font is 16 pixels high with default scaling, it stands to reason that the same font will be displayed physically smaller on a screen with a higher DPI UNLESS you change the windows scaling settings to compensate.

Depends on the HDMI type. 1.3 I think could already do 2560x1440 at 60Hz. HDMI 2.0 can do 3840x2160 at 60Hz.

3440x1440/60 for HDMI 1.3 :)
 
Depends on the HDMI type. 1.3 I think could already do 2560x1440 at 60Hz. HDMI 2.0 can do 3840x2160 at 60Hz.

Reason I asked is because I saw a post earlier about stretching on this monitor and the chap said his fix was to use Display Port instead of HDMI. So won't be of help in this case, unless it can provide a clue as to what it actually is.

Still cannot work out why,, I've changed the hz from 60 to 120, changed the Display Port versions on the monitor and looked in the amd settings, but Im clueless... Even the monitor info says its in 3840x1080 when running dirt rally or AI, So nothing should be stretched, but it is as you can see?
 
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Stretching at the edge a byproduct of using a high FOV. There's not really anything you can do about that. It's something that can be reversed by applying barrel distortion to the viewport but this needs to be implemented either in the game's engine or in the GPU drivers.

Here's a demo of the technique: http://www.decarpentier.nl/downloads/lensdistortion-webgl/lensdistortion-webgl.html

Ah right,, anything todo with FOV setting in some games? AI has a FOV setting and I have changed the setting but I havent noticed any difference with the screen being any less stretch?

So basically its just one of those things to put up with and a sort of a fix is to lower the resolution so its not as wide?
 
Ah right,, anything todo with FOV setting in some games? AI has a FOV setting and I have changed the setting but I havent noticed any difference with the screen being any less stretch?

So basically its just one of those things to put up with and a sort of a fix is to lower the resolution so its not as wide?

I have always been under the impression that the greater the screen ratio in terms of width vs height, the greater FOV distortion will be seen at the edges. Unless as James says, a reverse distortion affect is implemented... but this is not something the user can do. So yes, you have to put up with it, or lower the resolution so not as wide. Although that does kind of raise the question why these monitors are encouraged for gaming... they are far better suited for productivity IMO. Perhaps some games will be enhanced by it, but the stretching I've seen in almost every game at 32:9 is very distracting to my eyes.
 
I wonder why people hasnt brought this problem up before now about the superwide screens, are people blind to the stretchyness in games or maybe people dont want to see the problem after spending loads on a monitor...

But I guess this problem will only be fixed if superwide screens takes off for gaming, I hope there not just a gimmick like the 3d tv was and fade out in a few years time.

But these monitors are awesome for games like this, and there's no stretchyness to be seen either.............

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