Baseline (Widescreen) Solution & Issues
All resolutions are detected and listed in-game.
Designed for 16:9 (16:9 is Hor+ and slightly Vert- when compared to 4:3 while 16:10 is Vert-). All message text appears to the far left while the HUD and menus are centred. Breaking News banners spread across the bottom of the output.
Some areas are smaller than the available screen space (the remaining space is filled with black pillarboxing).
Ultra/Super-Wide (21:9/32:9) Specific Solution & Issues
Same as regular widescreen behaviour. More of the TV room background is shown when using menus.
Eyefinity / Surround Specific Solution & Issues
The HUD is centred except for the clock, but all message text is shown to the far left.
Gameplay usually has partial pillarboxing because almost all areas are smaller than the multi-monitor screen space. The camera only stays centred on the player character when there is still room left to scroll, so players must move around the multi-monitor output.
More of the TV room background is shown when using menus (the widest aspect ratios have black pillarboxing where the wallpaper ends).
4k UHD Specific Solution & Issues