The issues with conditional UW in SC2:
- It requires enabling UW resolutions in the engine, which means the hooks 3rd party tools use to enable UW in games that don’t support it would be available; leaving a hole through which bad actors could enable UW in Versus gaining a competitive edge.
- It’s difficult to determine where those resolutions should be forced to switch. Does UW enable when I click CoOp or Arcade and Disable on Versus? Then menu navigation or accidental clicks would cause screen flicker and UI adjustments as the resolutions change. This only gets worse if you leave resolutions up to individual creator discretion on arcade (which currently it can’t be, you can’t override a user’s resolution in an arcade game because people would abuse it)
- Resolution changes can cause crashes or just outright fail and display a black screen, so having to adjust the resolutions at any point just to get into a particular mode brings in needing to check if the transition was successful with user input or reverting. And how does reverting look there? Are they returned to their previous screen or allowed to fail into the current screen with the wrong resolution?
- Multi-displays get iffy with resolution changes as the window can spill over into other displays when too large or alter the display of other windows when made smaller. So having forced resolution changes for certain modes would force multi-display users to alter their desktop settings in order to avoid skewing other displays in order to change modes.
So, while on the surface having resolution restrictions for modes seems easy, it’s really a huge can of not easily fixed worms.