No, camera wasn’t moved, only window’s size was changed.
I set this option to Keep aspect ratio and got border around my scene.
I’ve played with Resolution, Fog and it was unsuccessful.
So anyway, I tested my scene on the most popular screen sizes and result is OK, but I still worry about 1280x1024 guys. I think their eyes are like (-) (-) to see it. I have no idea how I used it 10 yeas ago.
The main problem of Keep aspect ratio is mobile devices.
Tanks doesn’t worry about the what’s on the edges of screen as long as the player can see the tank in the center.
What are you trying to do? It will be impossible to keep everything in frame going from one aspect ratio to another without losing something in the frame. Is the width of the view more important? Is the height? Both?
What’s doubly confusing is that only changing the size a little bit in your first post completely changes the view which is suspect.
Would it be possible to share the project or a published build to look at?
In BMW i8 demo we’ve done adaptive switch between field of view. https://playcanv.as/p/RqJJ9oU9/?overlay=false
Using a custom frustum function that can gradually switch between horizontal and vertical lock on fov.
You can simply switch to horizontal when your aspect ratio goes below 1.0 and vice-versa. Then ensure you testing visuals with square window - everything in a square is guaranteed to be visible always.
It is pretty unique case to case, so combination of things you need to determine:
Safe visible area
Fixed of flexible aspect ratio
Fully flexible or till some limits flexible aspect ratio, this project does something like that: https://playcanv.as/p/2OlkUaxF/