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I was wondering if the original FMVs are supposed to be 16:9 or 4:3. Even when I kept the 4:3 aspect ratio in the legacy version, the FMVs still appeared in widescreen (in fact, it looked really wide with bars on the top and bottom), and I am still not 100% sure if there is any stretching or not (although they seem fine to me). The terminal cut has different proportions (the bars above and below are much smaller), and it's all making me a little confused. XD

Also, I presume the regular gameplay and the in-engine cutscenes don't have any issue with 16:9, but did anyone check/compare the two versions to confirm?
This question / problem has been solved by alxltzimage
I "think" it's 18:9. It doesn't seem to be 16:9 to me.

Regarding the gameplay, no problem whatsoever with the aspect ratio. While... I gotta say the HUD is still centered for the 4:3 version for some reason (gotta try for the 2nd one tho)
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SweetyWhite: I "think" it's 18:9. It doesn't seem to be 16:9 to me.

Regarding the gameplay, no problem whatsoever with the aspect ratio. While... I gotta say the HUD is still centered for the 4:3 version for some reason (gotta try for the 2nd one tho)
Gotcha, it really seems to be that way. I'll probably mark your post as the reply, if nobody comes forward with more details.
There are some pre-rendered cutscenes in BloodRayne 2 which were originally letterboxed (with black bars on the top and bottom) for intended 4:3 displays which in Terminal Cut now scale to fill a widescreen 16:9 display without the need for the bars. Note that not all BR2 cutscenes were originally letterboxed, though; this was only the case for certain pre-rendered scenes (I won't say which ones to avoid spoilers).

BloodRayne 2: Terminal Cut also has a menu option (accessed from main menu via Options > Display) to choose between viewing cutscenes in their original aspect ratio (this is the default) or in a 'widescreen' presentation that will punch in on the image to fill a 16:9 display for all pre-rendered cutscenes (whether or not they were letterboxed in the original PC version). This 'widescreen' cuts off parts of the image for those cutscenes that were not originally letterboxed, but is there as an option for people who prefer their 16:9 screen to be full on as many cutscenes as possible.
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alxltz: There are some pre-rendered cutscenes in BloodRayne 2 which were originally letterboxed (with black bars on the top and bottom) for intended 4:3 displays which in Terminal Cut now scale to fill a widescreen 16:9 display without the need for the bars. Note that not all BR2 cutscenes were originally letterboxed, though; this was only the case for certain pre-rendered scenes (I won't say which ones to avoid spoilers).

BloodRayne 2: Terminal Cut also has a menu option (accessed from main menu via Options > Display) to choose between viewing cutscenes in their original aspect ratio (this is the default) or in a 'widescreen' presentation that will punch in on the image to fill a 16:9 display for all pre-rendered cutscenes (whether or not they were letterboxed in the original PC version). This 'widescreen' cuts off parts of the image for those cutscenes that were not originally letterboxed, but is there as an option for people who prefer their 16:9 screen to be full on as many cutscenes as possible.
Ah, thanks a lot! Do you perhaps know about Bloodrayne 1 as well?
For BR1, the pre-rendered FMVs are presented at their original aspect ratio, though again black bars are cropped out of the ones that were originally letterboxed.

Terminal Reality investigated the possibility of moving the HUD elements further to the edges of the screen to better suit widescreen view in BR1, but they said that due to the way UI was coded in the original game it had a high likelihood of causing unintended bugs in the UI. For this reason they felt leaving the HUD elements where they are would maintain the original experience and avoid bugs they expected could occur.
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alxltz: For BR1, the pre-rendered FMVs are presented at their original aspect ratio, though again black bars are cropped out of the ones that were originally letterboxed.

Terminal Reality investigated the possibility of moving the HUD elements further to the edges of the screen to better suit widescreen view in BR1, but they said that due to the way UI was coded in the original game it had a high likelihood of causing unintended bugs in the UI. For this reason they felt leaving the HUD elements where they are would maintain the original experience and avoid bugs they expected could occur.
Thanks a lot for the response! ^_^