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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 09:33 
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Joined: 18 Jul 2007, 04:19
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Well, we're used to this by now. So here's hoping for fix coming soon.

Not sure if this would work, but even thought the game is using id Tech 6, maybe trying to get the flawless widescreen fix for Wolfenstein to work on Doom would work. Although Wolfenstein was running on id Tech 5.


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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 12:33 
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Joined: 11 Dec 2008, 23:51
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Location: Germany
Can anyone finish the Detail Report for Doom 2016 - or provide the Screenshots - thx.

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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 16:55 
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Joined: 13 Jan 2015, 13:32
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Same shit, different day.

Although this isn't unexpected, it still puzzles me why games offer aspect ratios like 16:3 in the menu, while they're completely broken.


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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 17:46 
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Joined: 02 Nov 2009, 12:14
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Because the resolution listen isn't hard coded it's pulled from the display drivers, then they just break the list down and calculate aspect ratios automatically. A game that hard codes it's list of resolution is by default a bad/restrictive game.

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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 19:22 
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Joined: 14 May 2016, 19:03
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Hi guys, just thought I'd register and post up some triple-screen info for Doom. Attached pictures are of my 5760x1080 setup. The game is very "flat" as the previous triple-screen poster showed. The hud and most pop-up info displays stretch across all three monitors as well. I'm hoping FW releases a fix for Doom!

Also note that the menu FOV option is limited to 130, but I found that FOV can go as high as 150. Open the console with ~, command is "g_fov 150" but if you save any changes in the graphics menu, FOV will revert back to 130.


Attachments:
File comment: Physical picture of 5760x1080 interaction displays stretching across monitors. The HUD does the same thing.
13233095_10209937155204621_5538327895630129118_n.jpg
13233095_10209937155204621_5538327895630129118_n.jpg [ 53.92 KiB | Viewed 5949 times ]
shot00003.jpg
shot00003.jpg [ 371.64 KiB | Viewed 5908 times ]
shot00002.jpg
shot00002.jpg [ 336.74 KiB | Viewed 5883 times ]
shot00001.jpg
shot00001.jpg [ 413.45 KiB | Viewed 5886 times ]
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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 20:10 
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Joined: 14 Feb 2010, 13:39
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Image

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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 20:13 
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JinnX wrote:
Also note that the menu FOV option is limited to 130, but I found that FOV can go as high as 150. Open the console with ~, command is "g_fov 150" but if you save any changes in the graphics menu, FOV will revert back to 130.


Note to everyone: Don't set the FOV to something ridiculous like 130 - the engine handles the FOV calculation 100% correctly, 90 degrees FOV in the settings menu will result in a horizontal FOV of 144 degrees. (5760x1080)

It's the aspect ratio calculations (and artificial limiting) that is the problem.

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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 20:42 
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Joined: 02 Nov 2009, 12:14
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Beautiful work again HaYDeN, was wondering if you was playing it to work on it :)

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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 20:44 
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Joined: 14 May 2016, 19:03
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HaYDeN wrote:
JinnX wrote:
Also note that the menu FOV option is limited to 130, but I found that FOV can go as high as 150. Open the console with ~, command is "g_fov 150" but if you save any changes in the graphics menu, FOV will revert back to 130.


Note to everyone: Don't set the FOV to something ridiculous like 130 - the engine handles the FOV calculation 100% correctly, 90 degrees FOV in the settings menu will result in a horizontal FOV of 144 degrees. (5760x1080)

It's the aspect ratio calculations (and artificial limiting) that is the problem.



Ok, thanks for that info. I just donated to you, thanks for making many of my games more enjoyable & it looks like Doom is in the works!


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 Post subject: Re: Doom (2016)
PostPosted: 14 May 2016, 21:25 
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HaYDeN wrote:
Image


Freaking AWESOME my friend!
Really awesome!!!!!!!!!!!!!!!!!!

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