wide·screen gam·ing fo·rum (wsgf):
[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
Mod this landmark game for spectacular refresh. Article intention: support community (fan or newcomer) on today's installations (with details on manual spread, mod installations & pitfalls, game availability).
(Manual PLP screenshot, modded game. Shots mostly Lancer Evo IX R4. Hood)
Fullscreen:
1. SoftTH (fullscreen, DX9 x86): put both files (config.SoftTHConfig & d3d9.dll) in (path-to-game-exe).
2. RBR FixUp (aspect fix):
Submitted by Anonymous on 16 October, 2016 - 23:39
Thumper is a rhythm game (rhythm violence to use the devs term) with fairly simple mechanics, but still manages to be an intense experance. It's from a 2 man dev team called Drool but none the less has great multi-monitor support, it horizontal plus and runs at 5040x1050 by default. What little HUD there is is spanned rather then centred, but the only time the HUD appears it between sections so it matter very little.
The video itself is part analysis, part walkthough and part waffle, feel free to like or dislike my video and comment are always welcome too.
While this video can be watched on any screen it has been encoded to look best on a multi-monitor system, so if your running such a system, then select 4K quality from the drop down box and watch in fullscreen.
GRIP is an early access combat racer that is a spiritual successor to the old Rollcage games, where you race in car that can go speeds over 700kph that are built like tanks, with giant wheels, that can race on the ceiling. The current version of the game doesn't natively support multi-monitor resolutions, they are using a fixed resolution list, however you can force the game into multi-monitor resolutions by adding the following launcher option "-resx=5040 -resy=1050". The game is a Unreal Engine 4 game so it is unfortunately a vertical minus game by default, but like most UE games it's easy to fix, navigate to %userprofile%\AppData\Local\Grip\Saved\Config\WindowsNoEditor, create or edit Engine.ini, and add: [/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
Lastly the UI is spanned, and the HUD is out of position, being a 16:9 aspect ration on the left hand side of the screen, again this is a early access game and they are still nailing down core mechanics, but they have been made aware of these issues and hopefully they will fix them in due time.
The first part of the video is just me attempting to beat 50 seconds in a time trial for the Industrial map, after 12:00 I give my thoughts on the current state of the game.
While this video can be watched on any screen it has been encoded to look best on a multi-monitor system, so if your running such a system, then select 4K quality from the drop down box and watch in fullscreen.
One last borderless spread post.
This current spread is a pretty common example of Borderless Gaming usage. It has trumped ShiftWindow. BG's a bleeding-edge spreader (recent update allows MM spread). Loving it. Anyway I seriously cannot be bothered updating all the instructions to use BG. You will have to improvise, which is not hard (just use BG instead of ShiftWindow, & use fullscreen values Always for BG). More details... somewhere. On the wiki (in How to Spread Games), & Usage is on wsgf blog post (link at bottom).
MonitorMixer caters to the complex, varied user requirements of PLP. Mixed-LLL is also supported. Layouts found will visually line up pixels across all screens, once positioned. Layout matches are found via user-entered monitors &/or the monitor-database. This database is quite thorough & accurate enough; user can update it as they wish (it's not hard). Detailed results are given in the program-window itself, which can be pasted to e.g. Word. File-dumps are available for global Match ALL reports & monitor lookup tables (for viewing in e.g. Notepad or Excel). The program's mixed-layout search is thorough. User may therefore need to sift through many mixed-layout results, in order to find the layout best-suited to their needs.
Game looks great with AA added **. Overall game looks decent, hor+ & FOV proper. Rendered cutscenes full hor+, FMVs pillarboxed. Most text proper (HUD & menu included). Some ugliness ****.
(PLP screenshot with bezel effect. Downhill FOV causes the harsh tree angle on sides)
Windows 10 offers a promising feature that lets user scale individual displays in a multi-monitor (MM) setup. This screen-scaling type of feature is desirable for MM gaming freedom.
Game spreads decent, marred only (& significantly) by bottom-HUD issue:
- All bottom elements except map are larger, cutting jaggedly into world-view.
- By removing HUD skin, its size is reduced to very decent.
Game spreads perfect, except prominent background-art on loading screens is stretched full, & NPC dialog windows likely popup across inner bezel (they aren't centered). Hor+; FOV & HUD proper (HUD customizable, both size & element-positions *). Rendered cutscenes hor+, FMVs (rare) are pillarboxed, & both are letterboxed. All text proper, menus proper (all menus & character screens have hor+ rendered background).
Game looks perfect, except DOF is amplified (see screenshot; looks better disabled, in-game). Hor+; FOV, HUD, text & menus are proper (HUD element-positions span full width).