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[-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: 11 Mar 2013, 11:29 
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Anyone fiddled around with SLI profiles for this, I can't believe they were in the recent driver release. It's almost unplayable in multimon unless I drop options and I don't want to do that, the game isn't that great looking as it is.

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PostPosted: 11 Mar 2013, 13:30 
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Toothless Spoon wrote:
Anyone fiddled around with SLI profiles for this, I can't believe they were in the recent driver release. It's almost unplayable in multimon unless I drop options and I don't want to do that, the game isn't that great looking as it is.

Tried for a few hours to get SLI to work correctly but didn't make any headway I'm afraid. One GTX680 is enough for 25-30FPS on my system with everything maxed and AA off but I'm not sure if that's standard or if its negative performance due to SLI being required for my Surround setup due to my wiring.

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PostPosted: 11 Mar 2013, 19:22 
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Skid wrote:
leop wrote:
Native eyefinity support but its not optimised for multimonitor.


It is optimised for multi-monitor <snip>


No, it isn't optimised. Why do you say that, when obviously the icons to build stuff are one the far left of the screen? It's comments like that, that make game producers lazy. With half working solutions and call it multimonitor certified.


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PostPosted: 11 Mar 2013, 20:52 
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cygnific wrote:
Skid wrote:
leop wrote:
Native eyefinity support but its not optimised for multimonitor.


It is optimised for multi-monitor <snip>


No, it isn't optimised. Why do you say that, when obviously the icons to build stuff are one the far left of the screen? It's comments like that, that make game producers lazy. With half working solutions and call it multimonitor certified.


Nice snip, you completely missed the counter argument on that post to what you just said, a spanned UI does not automatically mean the game isn't optimised for multi-monitor systems.
Skid wrote:
The fact the game UI is spanned is a none issue in a strategy type game or a city builder in this case.

There is a reason why our DR list the following options as multi-monitor HUD position (Optimized, Position Effects Gameplay, Stretched and Unusable) and that's because in some games, like RTSs and games like SimCity, it is often preferable to have the UI span all 3 screens, the reason being:
1) Because of how these types of games are played you already actively use the screen space on all 3 screens, your focus isn't bound to the centre screen.
2) It often allows more units or structures to be displayed without the need to scroll though them, saving time when you need something quickly.
3) More information can be display at any given time and in the sort of games listed above, information is paramount.
and 4) This more applies to RTSs but the last thing you want is the UI to cut across the view and potentially hide units from your view.

The benefits of a spanned UI in this sort of game outway the inconvenience of it being a little further away, and that is a very small inconvenience since your focus on this sort of game, is not centralised like it is in RPGs, FPS, Action games, etc. This was and I'm fairly sure still is the conciseness among the members WSGF.

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PostPosted: 12 Mar 2013, 13:45 
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Skid wrote:

Nice snip, you completely missed the counter argument on that post to what you just said, a spanned UI does not automatically mean the game isn't optimised for multi-monitor systems.
Skid wrote:
The fact the game UI is spanned is a none issue in a strategy type game or a city builder in this case.

There is a reason why our DR list the following options as multi-monitor HUD position (Optimized, Position Effects Gameplay, Stretched and Unusable) and that's because in some games, like RTSs and games like SimCity, it is often preferable to have the UI span all 3 screens, the reason being:
1) Because of how these types of games are played you already actively use the screen space on all 3 screens, your focus isn't bound to the centre screen.
2) It often allows more units or structures to be displayed without the need to scroll though them, saving time when you need something quickly.
3) More information can be display at any given time and in the sort of games listed above, information is paramount.
and 4) This more applies to RTSs but the last thing you want is the UI to cut across the view and potentially hide units from your view.

The benefits of a spanned UI in this sort of game outway the inconvenience of it being a little further away, and that is a very small inconvenience since your focus on this sort of game, is not centralised like it is in RPGs, FPS, Action games, etc. This was and I'm fairly sure still is the conciseness among the members WSGF.


I snipped it because the rest was irrelevant to your comment (for me) that it was optimised. My focus is on the middle monitor. I can peek and see if something is burning, the traffic is stuck or just enjoy the full scene. It is not handy to go from the far left of the monitor, to tag an item and then move to the far right to place an item. Which in my case is 1.8meter! Info windows are from far left to far right also. They could make more row's for items, instead of a scroll bar. If you enjoy playing that way fine, but I dont.


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PostPosted: 13 Mar 2013, 00:38 
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I'd actually tend to agree with Skid here in regards to this game in particular. The HUD on a single monitor, or be it if it were on a single screen is too obtrusive, and you'd lose more then you gain. I've still been playing it across the 3 screens and actual find the menu works well here spanned. If it were an RTS I would tend to like the HUD in the middle of the screen despite most RTS HUD's being enormous, it is more action focused and you have to think quicker then you do with SImcity. It just comes down to preference, but for the most part, I do dislike a spanned HUD, but for this game I don't mind as much.

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PostPosted: 20 Mar 2013, 23:11 
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I totally understand the viewpoint that having the UI stretched across all three monitors can be better for some people in certain types of games. But why isn't there an option? I would think that 'optimized for multi-monitor' would give the player a choice.

My personal preference is that I really really wish I could have the HUD on the center monitor for SimCity. I'm running 7680 x 1600 on 30" monitors. To have to look at the far corners all the time actually requires a lot of uncomfortable side to side head movement.


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PostPosted: 22 Mar 2013, 04:52 
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interesting,
7680x1600, i'm sure you are the 1% in this situation, multi mon is already pretty tough, but even more so with that kind of res.

Are there other games that allow for you to "choose" your ui between the center and the corners in game? maybe there are, but to my knowledge there is not, so it seems odd to expect such. It would be pretty awesome if games started to pick this up though

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PostPosted: 22 Mar 2013, 06:57 
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I'm interested in seeing more in-game screenshots of this game, please.

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