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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: 05 Mar 2015, 23:01 
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Sadly, it looks like Unreal Tournament 4 and presumably anything based on UE4 will still be vert- by default. At least, the pre-alpha build of UT4 that's publicly available is vert-.

Given how many games were built on UE3 and vert- without community fixes, that's pretty discouraging. Hopefully Epic will consider fixing it, but they don't have a good track record for mult-monitor support.


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PostPosted: 06 Mar 2015, 10:57 
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Blast from the past: Vert- is the right way, according to Epic Games

But !
UT4 is still in the early stages of "open" development, and there are a lot more people concerned about Vert- this time around (UT3 was released in 2007, Eyefinity appeared in 2009, UWS monitors only a couple years ago)... It won't be easy, but the game can still be saved.


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PostPosted: 06 Mar 2015, 13:59 
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Bah.
At least most UE3 Games are fixed by a simple INI edit.

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PostPosted: 06 Mar 2015, 21:08 
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I don't know about that. I've always thought of UE as one of the least multi-monitor friendly engines and there are a bunch of games in which an ini edit wouldn't suffice and were only fixed by Widescreen Fixer or Flawless Widescreen. In fact, I don't think there's any vert- UE game that can be fixed with an ini edit. All the ini edits will get you is the option to select the multi-monitor resolution. They won't ever make a UE game hor+ to my knowledge.

None of the actual Unreal games have gotten any hor+ support. Borderlands 1 was vert- and never truly, permanently fixed, although independent developers tried. Borderlands 2 and the Pre-Sequel both have menus and chat that were never fixed. Dishonored required Flawless Widescreen/Widescreen Fixer for months after release, although the developers eventually did fix it. Bioshock 1 required Flawless Widescreen/Widescreen Fixer and still had stretched HUD. Bioshock 2 had vert- weapons and stretched HUD. Alice: Madness Returns required Flawless Widescreen/Widescreen Fixer. Bullestorm required Flawless Widescreen/Widescreen Fixer. Hawken is vert- with no fix. All 3 Mass Effect games required Flawless Widescreen/Widescreen Fixer. Mirror's Edge required a Racer_S hack. Spec Ops: The Line required Widescreen/Widescreen Fixer.

The only Unreal Engine games I played that properly supported mutli-monitor resolutions without community fixes were the Batman: Arkham series, DmC, and Bioshock Infinite.

I can't think of a single UE game that was made hor+ with just an ini edit.

It's really, really bad. C'mon Epic, show us some love.


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PostPosted: 07 Mar 2015, 16:33 
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scavvenjahh wrote:
"Bah" ? My dear fellow, fixing the FOV is only the easier part of the problem...


That was more of a "bah they never learn" than a "bah who cares"

And you see, the last UE Game I played around with FoV was Mind Path to Thalamus
http://www.wsgf.org/dr/mind-path-thalamus/en

Which does not really have a GUI so the devs did not limit anything in the Unreal engine and a simple Line will get your Game Hor+

So you could Blame the Engine for not being Hor+ native (and maybe we really should) but it is possible to get it right if the developer's put enough resources into it.

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PostPosted: 08 Mar 2015, 14:50 
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Oooh, this "bah" ! :lol: Sorry I got it wrong.


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PostPosted: 08 Mar 2015, 16:55 
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Is the console command FOV 120 maximum you can get? I'd play in wide if it was just a tad bit higher. Menus are a mess though, but you can still get to a game.

Fov 120
http://i.imgur.com/yL65DeN.jpg

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PostPosted: 10 Mar 2015, 12:38 
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Has anyone reached out to the devs? Is this open source?

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PostPosted: 10 Mar 2015, 17:04 
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The playable protoype, the engine and the source code are available to all, just register to the New UT Forum to gain access.
Not many discussions about the FOV yet.


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