State of Triplewide support (NV Surround / AMD Eyefinity)
#41
Posted April 24 2013 - 08:16 PM
Rocking 3x 23" screens, gaming resolution (with bezel compensation) is 6448x1152. Powered by 3x Radeon 6970s
I would love to see Eyefinity/ Multimonitor support, and will be watching this thread for updates. A game like this would be quite enjoyable with a wider FOV.
Cheers!
- R
#42
Posted May 12 2013 - 03:13 PM
Edited by dkalin72, May 12 2013 - 03:15 PM.
#43
Posted May 12 2013 - 05:03 PM
i'm building another rig atm i'm wondering what displays exist that have low bezel... it'd cost you 3k but if you got three 55" HDTVs that would be dope hahaha, oh dear... now i want to do that loool fuzzy bunny.
i want keybinding that makes my mech play this tune with acouple twirling beacon lights.
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#44
Posted May 13 2013 - 05:31 AM
#45
Posted May 16 2013 - 03:31 AM
#46
Posted May 20 2013 - 04:19 PM
Please look into getting this sorted
#47
Posted June 03 2013 - 11:44 AM
#48
Posted June 08 2013 - 02:51 PM
i must say , i am verry pleased to play it this way
the only thing that could be changed is that the in cockpit hud should be zoomed out a bit more , cuz i cant see the map
#49
Posted June 17 2013 - 01:21 PM
Edited by dkalin72, June 17 2013 - 01:24 PM.
#50
Posted June 20 2013 - 06:55 AM
I know Rift support is a priority over multi-monitor (Hawken supporting rift out of the gate is huge for PR) but there is a growing number of these players waiting right now for multi-monitor support.
Having said that, I appreciate the time it would take to rework the HUD but a patch would be nice.
So if you need numbers to get this looked at sooner +1 for me.
#51
Posted June 20 2013 - 02:33 PM
#52
Posted June 20 2013 - 04:05 PM
#53
Posted June 22 2013 - 07:01 AM
#54
Posted June 22 2013 - 12:12 PM
Fitzter, on June 22 2013 - 07:01 AM, said:
Because that in itself would take up a lot of programming time. Right now the offices priority is not even Oculus but the next patch that will have many bug fixes and probably new features. But the Oculus update should also help fix the widescreen issue because the Oculus is really just turning your head to view a much larger area which should help to fix some of the issues with the FOV and Clipping of hud.
#55
Posted June 22 2013 - 12:26 PM
there should be some way to scale the hud and extend the game window across any resolution.
i've been planning an upgrade to my gaming setup for a single large display in landscape flanked by two displays in portrait mode, but with out some way to run custom resolutions in windowed mode, that will only be good for a few games.
#56
Posted June 24 2013 - 07:18 PM
Wandering Gun #XXX
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#57
Posted June 25 2013 - 06:37 PM
Seeing that it seems to work correctly with monitors in a portrait layout, I wonder if anyone has tried flipping the AspectRatioAxisConstraint setting from X to Y_
(I don't mean to necro threads, I'm just almost always running behind. My apologies)
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#58
Posted June 27 2013 - 11:23 PM
It's funny, people who make free to play games don't cater to people who probably spend the most money their gaming rigs. You'd think they would make sure to try and appeal to people who obviously have no problems dropping coin to enjoy their gaming.
#59
Posted June 28 2013 - 09:47 PM
To all the whinging crybabies who think it will give us an unfair advantage - have a look at the other side of the fence. We put the time, effort and money into building a system capable of doing this. Wouldn't you want to be able to use it if you did the same_ If you can only manage 15 fps on a single CRT monitor - save your pennies like the rest of us did and invest in some decent monitors and a double gpu card (I run an Nvidia GTX590) - they are cheaper than springing for two high end cards.
#60
Posted June 29 2013 - 12:38 PM
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