# Clair Obscur: Expedition 33 — UltraWide ✅ **Native ultrawide — no fix needed.** The game added official ultrawide support in **patch 1.2.3**, and renders correctly at **5120×1440 (32:9)** on Proton with no mod at all. Verified 2026-07-22. - **Engine:** Unreal Engine 5 (no DRM) - **Steam AppID:** 1903340 - **Method:** `native` — kept in the collection as a documented "works out of the box" entry ## Just play it Set **5120×1440** fullscreen in-game. No install, no launch option, nothing to do. ```bash ./install.sh Expedition33 # prints "supports ultrawide natively — no fix needed" ``` ## History: why there is no fix here anymore This entry previously vendored [ClairObscurFix](https://github.com/Lyall/ClairObscurFix) by Lyall (MIT) — an excellent fix when it was written. Two things made it the wrong choice for the current game: 1. **It's archived** (last release v0.0.10, May 2025) and no longer tracks the game's builds. Its pattern scans began failing, and it **crashed on save load**. 2. **Its config flags don't gate its hooks.** Even with only `Center HUD` enabled, the `.asi` still installed `Level Load`, `Widgets`, cutscene, and PostProcess hooks into now-shifted code. Disabling features never reduced the crash surface — the only reliable fix was to not load it. Meanwhile the game shipped official ultrawide support, so the fix became **pure liability**: risk with no remaining benefit. Removed entirely. **Takeaway for the collection:** a vendored fix against a live game is a decaying asset. When the game itself catches up, the right move is to drop the fix and mark the game native — not to keep nursing a broken mod. ## If a future game patch regresses ultrawide The game has **no DRM**, so if native support ever breaks, a small dedicated HUD-centering patch (one hook, not a dozen) is a viable path — far cleaner than reviving an archived general-purpose fix.