State of Triplewide support (NV Surround / AMD Eyefinity)
#1
Posted February 11 2013 - 07:38 PM
This is what you currently see (1920x1080). Notice how everything looks correct, but there is the big nasty black spaces to the sides. Gross.
This is what players can easily achieve in the game right now. (6030x1080) Obviously unplayable. Cockpit AND UI visor are both using the incorrect fov limitation. We need to limit by the Y axis, not the X.
This is the result of some very easy to implement changes from our star programmer (<3 Kreuzer). Fov is fixed! You get to see more of the battlefield, HOORAY! However, a problem presents Our cockpits were originally designed with only traditional widescreen monitors in mind. Honestly, an understandable oversight, as Triplewide isn't exactly super popular. You can see how the cockpit and Windshield both clip through the screen. You'll notice some areas I highlighted in yellow. At first glance this actually seems playable, but we'll get to that....
We render our UI on top of a visor, so we can do cool things with it, but there is some major math problems. The UI Visor isn't exactly wide enough to support the width of the screen. In fact its barely big enough to support regular widescreen. This results in some very odd artifacts, such as the UI indicators for mechs being wrong. They gain accuracy the closer you get to the center of the screen though. This does make it nigh impossible to tell if a mech on your peripheral is friend or foe. I've played in more than a few playtests using this mode, and while it is playable, you quickly notice the severe disadvantage you are at.
So where does this leave us_ Unfortunately, not very far. Redoing all three cockpits isn't something we were planning on doing any time soon for various, good reasons. Additionally, the UI work required is relatively significant, and those guys are constantly busy with other things as well.
TL;DR: Triplewide support is so close, yet so far. To correctly fix the problem, requires time on people who are working on other higher priority things. Rest assured we want to correctly address this issue, but the eta is still very much unknown.
I really hope this helps at least explain why this fix isn't coming nearly as quickly as anyone would hope.
#2
Posted February 11 2013 - 07:40 PM
edit: I am now running a 3 monitor setup
Edited by Rei, December 15 2013 - 03:16 PM.
#3
#4
Posted February 11 2013 - 09:17 PM
Edited by JonnyO2, February 11 2013 - 09:25 PM.
#5
Posted February 12 2013 - 01:03 AM
Even with a system like IHADSS which is used on the AH-64D longbow (aka helmet tracking system), its a 40° by 30° field of view. So the pilot has to pivot his head to target any item and put that target inside of that narrow field of view to get data on it.
This video shows the gunner activating a lock on the heli (you will see it box the target)
http://www.youtube.c...D17fWYE8#t=265s
Edited by SS396, February 12 2013 - 02:46 AM.
#6
Posted February 12 2013 - 10:04 AM
SS396, on February 12 2013 - 01:03 AM, said:
Even with a system like IHADSS which is used on the AH-64D longbow (aka helmet tracking system), its a 40° by 30° field of view. So the pilot has to pivot his head to target any item and put that target inside of that narrow field of view to get data on it.
This video shows the gunner activating a lock on the heli (you will see it box the target)
http://www.youtube.c...D17fWYE8#t=265s
This has been one possible solution. Some people are concerned about the advantage Triple Wide users would have.
#7
Posted February 12 2013 - 10:53 AM
[HWK]SUPPPORT_ARE_TROOPS!, on February 12 2013 - 10:04 AM, said:
SS396, on February 12 2013 - 01:03 AM, said:
Even with a system like IHADSS which is used on the AH-64D longbow (aka helmet tracking system), its a 40° by 30° field of view. So the pilot has to pivot his head to target any item and put that target inside of that narrow field of view to get data on it.
This video shows the gunner activating a lock on the heli (you will see it box the target)
http://www.youtube.c...D17fWYE8#t=265s
This has been one possible solution. Some people are concerned about the advantage Triple Wide users would have.
Someone who has put a lot of money into a rig that is capable of running on max settings at 60 fps or more already has an advantage over someone who has to run with absolutely minimal settings and still only gets 15-20 fps, so there's that I suppose. It isn't like machine driven advantages don't already exist.
*This coming from the guy who has to play at 10-15 fps at best.*
Edited by Neverm0re, February 12 2013 - 10:54 AM.
#8
Posted February 12 2013 - 11:02 AM
To pronounce my name correctly, just pretend the 't' isn't there. You can also think of it as "Freno - [sodacan opening sound]"
#11
Posted February 12 2013 - 08:11 PM
Conquistador, on February 12 2013 - 11:21 AM, said:
Very astute. Occulus Rift will require us to redo the cockpits as well. This is the primary reason we don't want to redo the cockpits now. We want to make sure we only have to redo them once. Remember any time spent redoing things is time not spent adding new things.
Neverm0re, on February 12 2013 - 10:53 AM, said:
*This coming from the guy who has to play at 10-15 fps at best.*
This was my argument exactly, although there is a strong diminishing returns effect once you hit the 40fps mark.
#12
Posted February 16 2013 - 05:44 PM
#13
Posted February 21 2013 - 03:06 PM
Put triple screens on a few artist, developer & programmer desks and watch this issue become more important on HAWKEN. All the hard detailed work of the graphic artists could be seen so much better on tri-screens, but we definitely do need to see the radar screen and cockpit gauges/readouts to play this excellent FPS.
#14
Posted February 21 2013 - 04:25 PM
Whiskey123, on February 21 2013 - 03:06 PM, said:
I don't see the price of the monitors being the contributing factor at this point. Yes the monitors are cheaper now but good performance graphics cards x2 will put a small dent in people's pockets but then again it is tax season so some people are getting income tax returns to use.
Inner Sphere Wars Developer and BattleMech Hanger Developer - Hawken Beta Tester: C-BETA 1, C-BETA 2, C-BETA 3, Open BETA
System Specs: Win7 64 Bit, AMD 6 Core 3.3ghz, 16Gig DDR3 RAM, Liquid Cooled, 2x Dual DVI Nividia GTX 560 2gig video cards for Quad Monitor usage during 3D Graphical projects. Currently only use 1 monitor for Hawken.
#15
Posted February 21 2013 - 04:33 PM
Me Built PC | Win 8 Pro | AMD Phenom II X4 B60 | Nvidia Geforce GTX 460 (314.22) | 8GB DDR3
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#16
Posted February 22 2013 - 11:58 AM
Edited by Msm903, February 22 2013 - 12:07 PM.
#17
Posted March 04 2013 - 05:38 PM
Grafix, on February 21 2013 - 04:25 PM, said:
Whiskey123, on February 21 2013 - 03:06 PM, said:
I don't see the price of the monitors being the contributing factor at this point. Yes the monitors are cheaper now but good performance graphics cards x2 will put a small dent in people's pockets but then again it is tax season so some people are getting income tax returns to use.
btw, higher end nvidia cards support 3 monitors with 1 card, I have a ega 660 ti sc single card running and have surround capability ...
also kudos to the devs for addressing this as to why
#18
Posted March 04 2013 - 06:08 PM
Pic:
Edited by FighterHayabusa, March 04 2013 - 06:09 PM.
#19
Posted March 05 2013 - 05:33 PM
#20
Posted March 06 2013 - 11:24 AM
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