Since launch and until, and including, the time of this update (1.1), UI content beyond 4096 pixels horizontal has issues with rendering.
Additionally, at a certain point for aspect ratios, horizontal movement during cutscenes is disabled a lot of the time. This makes the only way to complete some quests being lower the resolution to a warped aspect ratio, do the action, then return the resolution to normal.
There are additional times this is game breaking, but I don't remember them off-hand.
Just to note, some of these issues are only present and obvious if the game is launched at full resolution (being 7680x1440 [triple QHD] or 11520x2160 [triple UHD] for nvidia surround at least). Launching it at a lesser resolution and then changing to a higher resolution seems to cause the game to change/recalculate some settings that it does not do at start-up, causing some content that previously was not rendering to be visible. Some content is always missing though. More details are provided below as to what content falls into which case, as well as details into the work-around hoops I jump through to at least get by enough to finish the game with moderate inconveniences.
The issues aren't nearly as noticeable at 5760x1080, as 4096 pixels is well into the right-most monitor, and most of the rendered UI content is in the center monitor.
(Also, it is really annoying to have the HUD spread out across all 3 monitors instead of only on the center 16:9 of the screen, but that's not game breaking and a different issue altogether. Just who wants to have to turn your head 45 degrees to the right to see the minimap? To follow directions driving through night city having to constantly turn your head back and forth to not crash into anything but not miss a turn? To check ammo or health?)
If the game is launched at a higher resolution than ???x4096, at a bare minimum all menu content beyond 4096 pixels is cut off, as well as most UI.
Examples at 11520x2160:
Main Menu (also applies for map, inventory, etc.):
Loading screen:
Character Creation:
Conversation Choices (only shadow for text for first option is present, others missing):
Quest Marker (Quest marker gets cut off at 4096 pixels) & Corpo HUD (Arasaka and graph at bottom cut off at 4096 pixels):
There is, however, a work around that manages to get most UI content to render. If the game is started at 1024x768, and then the resolution is changed, most UI will render properly. There are, however, some exceptions:
Chapter Titles (I.e. prologue, etc.):
Cyberwear Vendor (item icons don't render):
Upgrades (upgrade details missing in right pane):
Crafting (item icons don't render):
Phone/Popup Text Messages (no text):
Popup Shards (no text):
Some settings menus, but not all:
And shards/text messages in full menu are inconsistent. Sometimes they show up, sometimes they don't. For example:
The workaround I've finished playthrough with was to lower the resolution to 5760x1080 temporarily whenever I needed to read or reply to some content that was not visible at full resolution. This is far from ideal.
Also, it's hit or miss, but almost all of Johnny's UI renders like without the workaround, even after the workaround.
EDIT: Completely redid the first post to more concisely describe the problem and provide examples.
Additionally, at a certain point for aspect ratios, horizontal movement during cutscenes is disabled a lot of the time. This makes the only way to complete some quests being lower the resolution to a warped aspect ratio, do the action, then return the resolution to normal.
The first time this becomes an issue is with Victor getting the optical cyberwear, where he asks you to scan him. When the camera is centered horizontally, he is too far to the side of the center to scan without horizontal movement
Just to note, some of these issues are only present and obvious if the game is launched at full resolution (being 7680x1440 [triple QHD] or 11520x2160 [triple UHD] for nvidia surround at least). Launching it at a lesser resolution and then changing to a higher resolution seems to cause the game to change/recalculate some settings that it does not do at start-up, causing some content that previously was not rendering to be visible. Some content is always missing though. More details are provided below as to what content falls into which case, as well as details into the work-around hoops I jump through to at least get by enough to finish the game with moderate inconveniences.
The issues aren't nearly as noticeable at 5760x1080, as 4096 pixels is well into the right-most monitor, and most of the rendered UI content is in the center monitor.
(Also, it is really annoying to have the HUD spread out across all 3 monitors instead of only on the center 16:9 of the screen, but that's not game breaking and a different issue altogether. Just who wants to have to turn your head 45 degrees to the right to see the minimap? To follow directions driving through night city having to constantly turn your head back and forth to not crash into anything but not miss a turn? To check ammo or health?)
If the game is launched at a higher resolution than ???x4096, at a bare minimum all menu content beyond 4096 pixels is cut off, as well as most UI.
Examples at 11520x2160:
Main Menu (also applies for map, inventory, etc.):
Loading screen:
Character Creation:
Conversation Choices (only shadow for text for first option is present, others missing):
Quest Marker (Quest marker gets cut off at 4096 pixels) & Corpo HUD (Arasaka and graph at bottom cut off at 4096 pixels):
There is, however, a work around that manages to get most UI content to render. If the game is started at 1024x768, and then the resolution is changed, most UI will render properly. There are, however, some exceptions:
Chapter Titles (I.e. prologue, etc.):
Cyberwear Vendor (item icons don't render):
Upgrades (upgrade details missing in right pane):
Crafting (item icons don't render):
Phone/Popup Text Messages (no text):
Popup Shards (no text):
Some settings menus, but not all:
And shards/text messages in full menu are inconsistent. Sometimes they show up, sometimes they don't. For example:
The workaround I've finished playthrough with was to lower the resolution to 5760x1080 temporarily whenever I needed to read or reply to some content that was not visible at full resolution. This is far from ideal.
Also, it's hit or miss, but almost all of Johnny's UI renders like without the workaround, even after the workaround.
EDIT: Completely redid the first post to more concisely describe the problem and provide examples.
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