PS. GeneralAdmission tested the SDK and it shows that the Eyefinity support does nothing for TH users. Does the SDK interfere with the surround support which normally would work on both TH and Eyefinity?
I'll inquire. Unless there was some technical reason that required it, any interference would be unintentional.
The problem appears to be in how Ubisoft coded the game, and how they are implementing the SDK. They hard-coded the game to fit a 16:9 aspect ratio. You play in 4:3 or 16:10, and you get black bars at the top and bottom. You play in multi-monitor, you get huge black "columns" on the sides (e.g., the whole left and right screens). At the WSGF, we call this behavior
Anamorphic. This used to be very rare, but it becoming more of an issue for games created as cross-platform titles between the PC, Xbox360 and PS3. With the Xbox360 and PS3 being hard coded for 16:9 aspect and an HDTV, we see more developers sticking to 16:9 across all platforms.
You can see some examples here:
The original
Assassin's Creed, and then the Racer_S
Fix.
Mirror's Edge, with Racer_S Fix in that post.
F.E.A.R. 2 was originally like this, until Monolith came in with an update.
The problem with Ubisoft and Splinter Cell: Conviction is that their baseline coding is for Anamorphic, rather than
Hor+.
They are only implementing Hor+ support if they can identify an Eyefinity group. They should have made the game Hor+ as a baseline, then used the Eyefinity SDK to add the bells and whistles such as bezel detection and improved HUD item placement for Eyefinity users.
This type of implementation would have ensured that all multi-monitor users were able to enjoy the game properly, and Eyefinity users would have been able to enjoy the added benefits of the hard work ATI put into the SDK. Who knows, maybe Ubisoft could have taken the learnings from using the SDK and then set proper placement of HUD items and such for all multi-monitor users. The dev team behind Assassin's Creed II got it perfect after a horrible Anamorphic implementation on the original title.
These links put a lot of this information in one place and could provide useful to folks within ATI and with developers -
WSGF FAQ &
WSGF Certification Requirements.