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This is important for web games. There are a lot of problems. System zoom and browser zoom interfere with how this is handled.

Problems I usually do not see for downloadable games. A downloadable might run internally on resolution A and just scales up or down to resolution B for the screen.

Actually using the native resolution, like a widescreen display, is harder. Is there no css like function in those game engines? Where you say, this ui element is supposed to be rendered at 10% screen height? Do you really spell out the pixel height and need to test this out for different resolutions? I would assume that game engines over the years would solve this and make this more plug and play for developers.

Yeah, Canvas Scaler handles a lot of it. I’m mostly curious about weird aspect ratios and text-heavy UI.

Also, do you usually re-check new builds manually?

I am more like a victim of non tested resolutions ;-)

Mostly web games, but a lot of games are not made to have bigger font size. And a friend of mine has a widescreen display. The horrors. Either they are stretched or have black bars. Some games though do support this. They really do have a wider rendered vision area (speaking about 3d first person view).

I imagine some developers sitting on a multi display setup huching over, almost nosing the screen and deciding, yep, that 5 pixel size font will do, since it works on my 8k display.

Anyway, you speak of resolution. But changing resolution will not make text appear larger, only sharper, unless you are on a browser game or it is an old game that does this by pixel size fonts and the resolution really ups up the size, because the pixels were odd. I remember needing to play Civilisation V in an odd resolution because of that. Scaling the UI was handled very badly in that game and the solution was changing the hardware resolution the game thought it would render on.