Widescreen Gaming Forum

[-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: 13 Apr 2008, 21:02 
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Joined: 17 Mar 2008, 22:17
Posts: 72
my third 22" monitor is out for repair...I have my 19" monitor and can get my games to work in 3840x1024 just fine, but I was wondering if I could get it to work in two different resolutions...

[22][19][22] in a 4640x1024 resolution...make the height the same as the center and just have the two monitors use their native width..

is that a possible solution???

thanks


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PostPosted: 17 Apr 2008, 17:50 
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Joined: 06 Apr 2008, 16:13
Posts: 76
From what I understand SoftTH works with different resolutions so that should work (though you might have the 22"s at 1050 high)


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PostPosted: 17 Apr 2008, 18:26 
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Joined: 29 Mar 2008, 17:19
Posts: 205
It works, you have to do some math.

I ran COD4 like this just to see if I could...there is a problem with the angles being sharper on the left and right monitors because of the lower res. I believe the cylindrical correction value can compensate some. Also keygetys is working on a 1.08 version with better side correction.

[ 800x600 ] [ 1680x1050 ] [ 800x600 ]

Goal was to run center screen at higher res and side screens at lower res to see if could get better picture on center screen.

While it worked, the warping of the side screens did not look good to me.

You may also have to hand edit the game cfg/ini file to the resulting resolution, in this case 5040 - 1760 = 3280x1050

Basically the game is drawing 5040x1050 then the left and right images are shrunk to 800x600 and passed to the video cards.

[config]
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=800
secondaryHeight=600
secondaryRefresh=auto
secondaryFormat=RGB16
antialiasing=0
anisotropic=0
borderSize=0
; (1680-800)x2
sideExtraWidth=-1760
noHotkeys=0

[Direct3D]
cylindicalCorretionAngle=0
hideNondefaultDevices=0
forceHorizontalFOV=0
; (1680x3)-1760
forceResolutionWidth=3280
forceResolutionHeight=1050

force16bitDepth=0
sleepBeforeRead=2
useMultihead=1
delayedPresent=0
swapOrder=0
autoSquash=1
d3d8dll=auto

[hooks]
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=1
mouseXoffset=auto

; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
; Must be last in this file
[modes]
1680x1050x60

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PostPosted: 23 Apr 2008, 11:15 
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Joined: 22 Jan 2008, 12:51
Posts: 17
Can u use this application to scale a single monitor image down, like you have a screen that only supports 1024x768 and you render the game in 2048x1536 and scale it down then?


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PostPosted: 23 Apr 2008, 16:35 
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Joined: 21 Apr 2006, 17:17
Posts: 643
I don't think so. Why would you even want to do that?


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PostPosted: 23 Apr 2008, 21:22 
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Joined: 06 Apr 2008, 16:13
Posts: 76
The only reason I can see is Interface/HUD shrink - allowing a lot more open interface items (inventory, chat, friend list, ...) at once. The problems are (1) higher res = more GPU power needed, (2) scaling 3D in software in real time would likely be painfully slow & (3), you loose real resolution so it might not be that readable even if you could get it to work.


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