You can stretch the Runescape client across as many screens

If there's one thing that's been bugging me since the NIS came out all those years ago, it's the complete lack of any kind of real support for a multi-monitor setup.


Sure, you can stretch the game client across as many screens as you want and toss stuff wherever you want it to go. The problem is, this isn't very consistent (it's kind of hard to drag the game client to the exact same size every time you launch it), and there are several problems that indicate the game simply does not know how to handle using several screens at once.


Therefore, the game needs to be taught how to handle that.


1) Add a Full Desktop mode to Fullscreen. This will make the game enter fullscreen mode and automatically stretch to the highest possible resolution, filling all available screens. So, with two monitors that can both go up to 1600x900, the game would automatically go to 3200x900.


2) Fix cutscenes. Currently, cutscenes are not limited by the boundaries of the 3D world like the entire rest of the game. Instead, they are limited by the boundaries of the game client itself. This causes horrible cutoff issues with double-monitor setups, where only half of the cutscene appears on each screen. The solution is easy in theory: limit cutscenes to the 3D world area, and remove them from the Hefin course.


3) Attach more interfaces to the "Central Interface" element. Currently, things like the Grand Exchange interface and literally everything on the ribbon is centered by default, like cutscenes, on the center of the game client, not the center of the "Central Interface" HUD element as one would expect. This causes cutoff issues similar to what cutscenes face, and in certain situations (eg the escape menu) there is no way to correct this. Center these interfaces on the Central Interface HUD element.


3) Lock interfaces in place when customization is locked. Currently, some HUD elements can be moved around simply by logging in or watching a cutscene. This is most noticeable on the Hefin course, which continuously spams cutscene mode. HUD elements tend to drift to the left ever so slightly and need to be moved back into place in situations like this. Prevent interfaces from being moved by anything when customization is locked.


4) Acknowledge monitor boundaries when customizing interfaces. This might be harder to do, but elements like the 3D world and Minigame HUD, which are naturally stretched over large areas, may currently leak onto another monitor when it is intended they stay on only one. If these elements are given a customizable maximum size, when combined with the above-mentioned interface lock, it will prevent them from spilling over onto several screens.


5) Render distance needs to be increased. This is likely going to be solved by the C++ client, but having the space on one screen for a massive minimap doesn't actually seem useful if that map is only going to render the space of a normal-sized minimap anyways. Additionally, being able to have a massive 3D world doesn't actually seem that beneficial when you can't actually see very far away anyways.


Now, I realize that in the big picture this is a very minor issue; the game is playable very well without these conveniences. I therefore don't expect this to be very high-priority.


I don't even expect this to be considered at all.


Regardless, it is important to actually acknowledge that setups with larger screen space are being used now that the interfaces can be changed, and it is important to ensure that this is viable. Not as important as new content that everyone can use, but still important.

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