Aspect Ratio Summary:
Screen change: Vert+
Widescreen Method: Native
Hud Stretch: None
Multi-monitor Support: Native
Multi-monitor HUD: Optimized
Ultra-Widescreen Method: Native
Ultra-Widescreen HUD: Optimized
4k UHD Method: Native
4k UHD HUD: Optimized
Rendered cut-scenes: Vert+
FMV cut-scenes: Anamorphic
Current Issues and Notes:
Baseline (Widescreen) Solution & Issues:
Native "Vert+" support. A 'Field Of View Scaling' slider can be found under Advanced Settings in Video Options.
Ultra-Widescreen (21:9) Specific Solution & Issues
Native Hor+ support up to F0V 100; at FOV 120 UWS compared to 16:9 is strictly Vert-.
Eyefinity / Surround Specific Solution & Issues
Native support with smart UI options... ruined by a flawed FOV.
The wider the MM resolution, the more the Vert loss and the less the effect of the FOV slider.
Starting with standard resolutions...
...default FOV 75 is Hor+ up to 12:3. TripleWidescreen compared to 12:3 is Hor+/Vert-.
...at max FOV 120 screen change is strictly Vert- across the board.
...at min FOV 60 screen change is Vert- in widescreen, then Hor+ from UWS to TripleWide.
As a result classic TripleHead beats TripleWide. Lowering the FOV to 60 in 16:9 is the only way to make a WS vs. TW comparison look good.
For the record the 48:10 screenshots below were taken at FOV "120", which is identical to FOVs 75 and up and barely higher than FOV 60.
Multi-monitor-friendly UI settings in Video Options:
Main Monitor: where all menus, FMVs, loading screens are displayed. 2 on a 3x1 setup = center. Does not affect the HUD, selection wheel or inventory/menagerie pop-ups.
Window Mode: Bezel Corrected Eyefinity/Surround. Uncorrected resolutions are listed separately.
Multimonitor HUD: Auto (adjusted to bezel compensation), Fixed Aspect (16:9 centered), Fit To Display (spanned).
4k UHD Specific Solution & Issues