After a reboot E33 kept crashing. The ClairObscurFix.log showed why the earlier 'reduced profile' never helped: config flags gate behaviour INSIDE the fix's hooks, but the .asi installs all its hooks (Level Load, Widgets, cutscene, PostProcess) regardless. So the crash surface was never reduced - only removing the fix stops it. The game added official ultrawide support in patch 1.2.3 and renders correctly at 5120x1440 natively, so the archived fix was pure liability. Removed it entirely and marked the entry native. - New METHOD=native: install.sh no-ops with a message, build/publish skip it. - Deleted vendor/ClairObscurFix and the tuned ini (unused, crash-causing). - README/THIRD_PARTY/CHANGELOG updated; ClairObscurFix recorded as historical. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
44 lines
1.9 KiB
Markdown
44 lines
1.9 KiB
Markdown
# Clair Obscur: Expedition 33 — UltraWide
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✅ **Native ultrawide — no fix needed.** The game added official ultrawide support
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in **patch 1.2.3**, and renders correctly at **5120×1440 (32:9)** on Proton with no
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mod at all. Verified 2026-07-22.
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- **Engine:** Unreal Engine 5 (no DRM)
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- **Steam AppID:** 1903340
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- **Method:** `native` — kept in the collection as a documented "works out of the box" entry
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## Just play it
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Set **5120×1440** fullscreen in-game. No install, no launch option, nothing to do.
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```bash
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./install.sh Expedition33 # prints "supports ultrawide natively — no fix needed"
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```
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## History: why there is no fix here anymore
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This entry previously vendored [ClairObscurFix](https://github.com/Lyall/ClairObscurFix)
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by Lyall (MIT) — an excellent fix when it was written. Two things made it the wrong
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choice for the current game:
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1. **It's archived** (last release v0.0.10, May 2025) and no longer tracks the game's
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builds. Its pattern scans began failing, and it **crashed on save load**.
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2. **Its config flags don't gate its hooks.** Even with only `Center HUD` enabled, the
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`.asi` still installed `Level Load`, `Widgets`, cutscene, and PostProcess hooks into
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now-shifted code. Disabling features never reduced the crash surface — the only
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reliable fix was to not load it.
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Meanwhile the game shipped official ultrawide support, so the fix became **pure
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liability**: risk with no remaining benefit. Removed entirely.
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**Takeaway for the collection:** a vendored fix against a live game is a decaying
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asset. When the game itself catches up, the right move is to drop the fix and mark
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the game native — not to keep nursing a broken mod.
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## If a future game patch regresses ultrawide
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The game has **no DRM**, so if native support ever breaks, a small dedicated
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HUD-centering patch (one hook, not a dozen) is a viable path — far cleaner than
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reviving an archived general-purpose fix.
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