Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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PostPosted: 06 Jan 2010, 06:44 
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Got it, thanks.


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PostPosted: 01 Mar 2010, 16:09 
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Joined: 13 Feb 2010, 14:57
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Hello:

very nice write-up.

I recently tried the game out with my Eyefinity setup.....hadn't played in a long while.
I use three 24" screens in landscape.
I have not yet employed the hack.

The game in it's original form at 5600 x 1200 is just lousy.
The entire thing is way too zoomed in, and the vertical field of vision is aweful.
I cannot access the main menu to start a single player game in EF resolution. I have to set the resolution to 1920 x 1200, enter the game then use options again to reset the resolution to EF.

The game is smooth in EF and the bezel management seems to work well.

I have seen many reports of playing the game in portrait mode, but I just can't see the advantage of EF using portrait.

Anyway, just some more opinion. I'm going to try the hack and see what that does.

Thanks again for the very nice report on this game. I have played it through once in 1920x1200 and the game is very fun.....hopefully I can fix the problems with EF and enjoy it equally in EF.


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PostPosted: 04 Mar 2010, 11:41 
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Joined: 11 Oct 2009, 16:28
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i experienced a weird issue: after pressing the key-binding to correct the FOV (set to 285 @ 5760x1200)
the complete picture is upturned:



looks like the FOV is limited in UE3...


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PostPosted: 04 Mar 2010, 13:13 
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Can anyone replicate that issue?


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PostPosted: 04 Mar 2010, 19:10 
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This happend to me in UT2004 when I first got my TH2Go. I set the FOV to 360 and everything flipped and Fish-eyed.

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PostPosted: 04 Mar 2010, 19:53 
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I'm pretty sure that's just what happens when you set the FOV too high. Just keep trying incrementally lower values until it flips back over.

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PostPosted: 04 Mar 2010, 20:27 
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The only reason to include it in the DR then would be if the FOV values needed for Hor+ at the highest triplehead resolutions cause the flip.


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PostPosted: 04 Mar 2010, 21:40 
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default fovs are:

4:3 = 70
16:10 = 95
16:9 = 101

So with three 16:10 monitors the fov should be 285, correct?
However, when using 150 as fov value everything still looks okay.
when using 170 and higher the fov is rising exponentially:



The Image completely disappears if using 180 as fov (black screen), but HUDs and weapons are still fine.
I figured out that when you go even higher than 180 the Image will flip around, but it starts to zoom back in.

i wonder if this happens with all Unreal Engine 3 games...

The maximum useable fov in Borderlands is somewhere betwen 150 and 170.


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PostPosted: 06 Mar 2010, 22:34 
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So with three 16:10 monitors the fov should be 285, correct?

Not correct. I'm not sure how you arrived at 285, but that's not how the math works. Here's a thread that might be useful:
http://www.widescreengamingforum.com/node/10767

Assuming 70 is correct for 4:3, 48:10 would be 136.7.


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PostPosted: 07 Mar 2010, 02:42 
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Joined: 11 Oct 2009, 16:28
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thanks for this advice. i always thougt i had to multiply the value of 1 monitor with 3 for triplehead...


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