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Hi,
ive come back for a couple of months.
Got a new PC setup now but having some issues with it within VO.
Current resolution is 5760x1080 using eye finity triple display. Ideally i'd like the center screen to have the entire hud on it and the left/right to just show space. Second best would be to get the HUD in proportion.
Currently looks like:
http://i41.tinypic.com/16ibd5s.png
Is there a setting in vo to change this, or am i stuck with how it is?
Thanks
ive come back for a couple of months.
Got a new PC setup now but having some issues with it within VO.
Current resolution is 5760x1080 using eye finity triple display. Ideally i'd like the center screen to have the entire hud on it and the left/right to just show space. Second best would be to get the HUD in proportion.
Currently looks like:
http://i41.tinypic.com/16ibd5s.png
Is there a setting in vo to change this, or am i stuck with how it is?
Thanks
I think there's a switch to center the hud on a 4:3 area of the screen.
That is so badass looking.
That is so badass looking.
oops,
forgot to mention i tried it.
That overlaps both radars onto the center screen making them about 10inches each aswell as removing the text box all together
forgot to mention i tried it.
That overlaps both radars onto the center screen making them about 10inches each aswell as removing the text box all together
WB Breazle! I'm so envious of the triple screen. What fov do you use on that setup?
I'd love to see what it looks like with that 4:3 option turned on.. that sounds funny.
The radars are scaled based on the horizontal resolution or something that's why they get huge.
I had a plugin that would let you scale the radars seperately. It broke with some update though and I've been too lazy to fix it, cause I never really needed it. Maybe it could be useful in your case. Fixing it up should be trivial.
http://home.arcor.de/famscheffler/ven/radarscale.zip
It'd still be better if the game did the right thing though.
The radars are scaled based on the horizontal resolution or something that's why they get huge.
I had a plugin that would let you scale the radars seperately. It broke with some update though and I've been too lazy to fix it, cause I never really needed it. Maybe it could be useful in your case. Fixing it up should be trivial.
http://home.arcor.de/famscheffler/ven/radarscale.zip
It'd still be better if the game did the right thing though.
Thanks spuck,
i'll take a look. Problem is everything is destorted, radars are just worse. I'll play with FOV abit though.
i'll take a look. Problem is everything is destorted, radars are just worse. I'll play with FOV abit though.
Oh.. I didn't notice any distortion in the screenshot.
I fixed up radarscale btw.. use /radarscale <factor> to scale the radars. You have to do a reloadinterface or restart to see the change.
You could also try /set rHUDxscale <x> but that scales everything.
I fixed up radarscale btw.. use /radarscale <factor> to scale the radars. You have to do a reloadinterface or restart to see the change.
You could also try /set rHUDxscale <x> but that scales everything.
at one point i had managed to span the game across 2 moniters, now that i have three, id kinda like to do that, though I can't remember how to do it, much less in win 7, anybody know off hand?
Ray supposedly made the game work on eye-finity with triple head some time ago. We'll check into this.
There should be a setting in Options->Video that is called "TripleHead2Go Surround Gaming Mode". It should be enabled when the screen size is wide like yours is.
Otherwise, try turning it on. Let me know if it fixes your problem or if it can't be enabled.
Otherwise, try turning it on. Let me know if it fixes your problem or if it can't be enabled.
Hi ray,
as far as im aware triplehead2go is hardware based, one output on your pc goes to a unit and that unit splits into three.
Eyefinity makes three screens or more into one large screen working together (im sure you know this)
VO says triplehead2go is not supported since im guessing it cant find the hardware?
If at all possible can it be done so the center screen keeps all the hud centered so in my case 1920x1080 then the left and right screen simply shows space?
as far as im aware triplehead2go is hardware based, one output on your pc goes to a unit and that unit splits into three.
Eyefinity makes three screens or more into one large screen working together (im sure you know this)
VO says triplehead2go is not supported since im guessing it cant find the hardware?
If at all possible can it be done so the center screen keeps all the hud centered so in my case 1920x1080 then the left and right screen simply shows space?
I have this issue with two screens and twin view. It stretches over the two screens and the HUD is all over the place and unusable. Tried the existing threads to no success. At the moment I play only in windowed mode by fixing my resolution manually in the confit.ini. Perhaps a manual HUD centering option?
Breazle,
Our support for triplehead2go is done by checking for resolution size and nothing else at this time.
If the width of your screen is greater than or equal to 3 times the height of the screen then it is enabled.
So, it's strange that VO says it's not supported since 5760 is well wider than 3 times 1080.
The 'Center HUD to 4:3 region of screen' option is supposed to do exactly what you're asking for.
Our support for triplehead2go is done by checking for resolution size and nothing else at this time.
If the width of your screen is greater than or equal to 3 times the height of the screen then it is enabled.
So, it's strange that VO says it's not supported since 5760 is well wider than 3 times 1080.
The 'Center HUD to 4:3 region of screen' option is supposed to do exactly what you're asking for.
Ray,
I thought when you guys added the triplehead2go that it was for this:
http://www.matrox.com/graphics/en/products/gxm/th2go/
I recall someone having this product and getting it working just fine across 3 monitors, since they posted about it in the forums here somewhere. Ah, found it:
http://www.vendetta-online.com/x/msgboard/1/20786#257391
I thought when you guys added the triplehead2go that it was for this:
http://www.matrox.com/graphics/en/products/gxm/th2go/
I recall someone having this product and getting it working just fine across 3 monitors, since they posted about it in the forums here somewhere. Ah, found it:
http://www.vendetta-online.com/x/msgboard/1/20786#257391
It was. But we implemented it based on aspect ratio. When other triple-head stuff came out, we just adapted that to work similarly. At least, that's my recollection.
If I had a rig like that i'd turn all 3 of them portrait and have 3240x1920 instead :)
Any chance the triple head thing only works with the directx drivers? That option string only shows up in directx8.dll and directx9.dll.
Hi,
thanks for all the replies and helpful tips
I did some more playing....
HUD 4:3 crams the HUD with overlapped radars and text vanishes completely
originally was on directx9, triplehead2go box said unsupported.
Tried opengl the box vanished
went to directx 8.1 and it turned on placing the HUD across the left and center screen
went back to directx 9 and it let me turn it on again (wierd) HUD went perfectly center even though the center hud 4:3 is off.
So all works great now except the quality:
http://i42.tinypic.com/ta4upi.png
left and right screen are very zoomed in and ice is blue. Ive plaid with fov and quality levels nothing has an effect. Theres other settings I dont know what they do so ive left them as default from Highest quality level.
Just noticed the pic doesnt show the zoomed in asteroids that much, but its very noticeable ingame
Any suggestions on the quality? I dont believe its the card not handling it - ATI Radeon HD 6800 1GB
thanks for all the replies and helpful tips
I did some more playing....
HUD 4:3 crams the HUD with overlapped radars and text vanishes completely
originally was on directx9, triplehead2go box said unsupported.
Tried opengl the box vanished
went to directx 8.1 and it turned on placing the HUD across the left and center screen
went back to directx 9 and it let me turn it on again (wierd) HUD went perfectly center even though the center hud 4:3 is off.
So all works great now except the quality:
http://i42.tinypic.com/ta4upi.png
left and right screen are very zoomed in and ice is blue. Ive plaid with fov and quality levels nothing has an effect. Theres other settings I dont know what they do so ive left them as default from Highest quality level.
Just noticed the pic doesnt show the zoomed in asteroids that much, but its very noticeable ingame
Any suggestions on the quality? I dont believe its the card not handling it - ATI Radeon HD 6800 1GB
Inc,
Cool. Thanks for the info.
Cool. Thanks for the info.
I think that to avoid the distortion, VO would need to create a separate viewport for each monitor rather than stretching a single viewport across all three. If that sort of thing were ever implemented, it might be nice if we could define (even if only in the config file) exactly which orientations and FOVs each individual viewport renders, so that somebody who wanted the sides screens positioned on the actual sides and have the view correct could achieve that, while somebody who places them in the front could have them angled showing the view ahead and to the sides.
Not sure if there is a way the devs could make it optionally project the scene as though it were projecting onto a curved screen rather than a flat one. If so, that could be a temporary solution (but of course it would still cause some distortion since each individual monitor is flat, but perhaps less overall distortion than current on large setups with angled monitors).
Meanwhile Breazle, probably the best thing to do would be ensure that you keep the monitors lined up straight, not in an arc, and that you keep your head centered. Most 3d systems assume that they're projecting the scene onto a single flat screen, so if you angle your side monitors it will make the optical illusion harder for your mind to swallow. (Basically, the bits way off on the side are stretched for the same reason that writing on roads is stretched - you are supposed to see it from an angle, which causes it to be foreshortened, so it gets stretched out to compensate for that. If you put your monitors at an angle so that you can see the content head-on (or move your head over), the stretching becomes visible.)
No idea what's up with the ice, unless it is goofy colors even when just using one monitor.
Not sure if there is a way the devs could make it optionally project the scene as though it were projecting onto a curved screen rather than a flat one. If so, that could be a temporary solution (but of course it would still cause some distortion since each individual monitor is flat, but perhaps less overall distortion than current on large setups with angled monitors).
Meanwhile Breazle, probably the best thing to do would be ensure that you keep the monitors lined up straight, not in an arc, and that you keep your head centered. Most 3d systems assume that they're projecting the scene onto a single flat screen, so if you angle your side monitors it will make the optical illusion harder for your mind to swallow. (Basically, the bits way off on the side are stretched for the same reason that writing on roads is stretched - you are supposed to see it from an angle, which causes it to be foreshortened, so it gets stretched out to compensate for that. If you put your monitors at an angle so that you can see the content head-on (or move your head over), the stretching becomes visible.)
No idea what's up with the ice, unless it is goofy colors even when just using one monitor.