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PostPosted: 22 Jan 2010, 22:48 
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Joined: 22 Nov 2009, 12:57
Posts: 21
Can't claim the original idea, but it seemed like a cool potential feature. The question is whether it can be done in software/drivers:

jeremyshaw
The next step of Eyefinity games should be:
Lower quality settings for the flanking monitors.
PrincessFrosty
Yeah I've said this before actually, I think a 1/2 resolution on the side monitors would probably not be noticeable, especially with AA enabled.

I run a 2560x1600 resolution monitor and it has 2 native resolutions 2560x1600 and 1280x800 as the 2nd is basically just using a block of 4 pixels (2x2) to represent a single pixel. And with a bunch of AA it actually doesn't look as unbearable as you'd think. Now bung that in your peripheral vision and you're probably not going to be able to tell the difference when focused on the middle monitor. You've just lowered the rendering power needed for a side monitor to ~25% of what it was before.


Is there a shortcut to do half-res that would be simpler than the epic task of programming Eyefinity for an arbitrary combination of non-identical resolutions?


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PostPosted: 23 Jan 2010, 00:59 
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Joined: 17 Dec 2009, 19:12
Posts: 23
Hi,

at the moment you'd need to do what softth does and render the whole scene at full rez and then scale the side monitors down. Not exactly a performance or a quality increase, you'd agree?

The only way to do it would be to have the game itself use 3 seperate and independent view ports and render each separately but if it could do that then you;d want to keep them full resolution because they'd look as good as the middle screen with no stretching or artifacts. Check out Live for Speed or iRacing which support the above (along with bezel management and different angled monitors. The effect is fantastic.


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