Hi WSGF,
I am having an issue with the FOV/Aspect Ratio of LotRo when running a multi monitor setup.
Long time lurker, new poster.
I have had a 3x2 array of 22" monitors for a while and recently upgraded to 8x24".
Running on a nvidia GTX680 for primary and two 8400GS to give me the extra channels
http://imgur.com/a/qM61C <- Some pics of the upgrade.
The issue I am having is with LotRo, specifically with SoftTH.
I used to be able to run the game in standard triplehead with SoftTH and it was fine.
One of the reasons for placing the bottom 5 monitors in portrait was to have a 5x1 setup for gaming.
Now, I'm pretty good with the config of SoftTH and I work in the VR industry, so I'm familiar with the technologies around and how they work, but I'm running into a bit of a hiccup here.
When I setup SoftTH to do 5x1 in LotRo, it renders the correct resolution, but the Aspect Ratio is incorrect. it's horribly stretched.
Note: The UI is *not* stretched, it looks great. <- Important. Also, the main character selection screen, which is rendered in-game, also looks fine.I *think* what is happening is that LotRo is setting the FOV based on my Windows Desktop resolution.
In SoftTH, when I change the ForceFOV setting, it starts stretching the UI, so that's not the solution.
I tried changing the LotRo conf file, but the only AR setting is the same as in the options menu, which is a pre-defined list, so that doesn't help.
I'm worried that maybe my res is breaking it when it's trying to take into account my full desktop res.
Ultimately it's 6000x1920 for my 5x1, which isn't really that crazy, it should be able to handle it. But with the top layer of screens, the desktop res of 6000x3120, it may be failing.
Also, to test my theory, I had it run over my whole array, which is then 6000x3120 and the FOV/AR was fine (in fact I did 6560x3260 for bezel correction too).
Cheers,
Matt.