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Dark Void demo: anamorphic & glitchy
http://www.wsgf.org/phpBB3/viewtopic.php?f=68&t=18926
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Author:  scavvenjahh [ 16 Jan 2010, 12:13 ]
Post subject:  Dark Void demo: anamorphic & glitchy

-UE3 engine, there's a bunch of .ini files in My DocumentsMy GamesAirtightDark VoidSkyGameConfig
-No trace of any hardware PhysX content :(

-16:9 pillarboxed gameplay...


-Some cinematics are broken in all Surround ARs...


-Menus are zoomed out...

1680x1050


5040x1050

Author:  CY:G [ 18 Jan 2010, 14:23 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

Thats a shame, i was really excited about this game :(, whats up with Capcom these days, both Lost Planet and Devil May Cry 4 ran flawlessly in Triplehead and now RE5 and Dark Void are unplayable...

Author:  Abram [ 19 Jan 2010, 00:04 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

Uhhh ya, what he (she?) said. But being a demo, I still have some hope.

Author:  ochentay4 [ 22 Jan 2010, 03:56 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

Thats a shame, i was really excited about this game :(, whats up with Capcom these days, both Lost Planet and Devil May Cry 4 ran flawlessly in Triplehead and now RE5 and Dark Void are unplayable...

The reason is that Dark Voide is not using the same engine as Lost Planet, Devil May Cry 4, Resident Evil 5, Street Fighter 4 (all are using the same excellent engine: MT Framework).
Dark Void uses Unreal 3 engine, which sucks on pc if the developers do not put an extra effort.

Author:  CY:G [ 22 Jan 2010, 14:05 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

[quote]Thats a shame, i was really excited about this game :(, whats up with Capcom these days, both Lost Planet and Devil May Cry 4 ran flawlessly in Triplehead and now RE5 and Dark Void are unplayable...

The reason is that Dark Voide is not using the same engine as Lost Planet, Devil May Cry 4, Resident Evil 5, Street Fighter 4 (all are using the same excellent engine: MT Framework).
Dark Void uses Unreal 3 engine, which sucks on pc if the developers do not put an extra effort.

Well, RE 5 with the MT Framework still doesnt work on triplescreen, i know its the new version the MT Framework but it seems like they decided to remove the HUD scaling code :(

Author:  StingingVelvet [ 22 Jan 2010, 19:07 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

Dark Void is only Capcom published, it is not developed by them like RE5, Lost Planet and their other awesome PC ports.

That said I find this port to be well done on a single monitor, though the FOV is a little tight. Looking through the ini files I find no FOV entry but I plan to try the Borderlands method at some point since the inis like identical.

Author:  StingingVelvet [ 22 Jan 2010, 19:34 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

Yeah, the Borderlands solution works in this game too... note that you need to hit F11 again after cinematics to reset the FOV.

You can also turn off depth of field and motion blur in the ini file.

Author:  CY:G [ 22 Jan 2010, 20:00 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

Yeah, the Borderlands solution works in this game too... note that you need to hit F11 again after cinematics to reset the FOV.

You can also turn off depth of field and motion blur in the ini file.


Thats great news, can you please post here the "borderlands" solution, just so that we dont have hunt down the Borderland thread which is pretty big...

Thanks

Author:  scavvenjahh [ 22 Jan 2010, 20:29 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

You don't have to, the solution is accessible from the Master Games List. :wink: Anyway, here goes: http://www.widescreengamingforum.com/forum/viewtopic.php?f=32&t=17937

Note that this only affects the FOV, not the pillarboxing. :!:

Author:  CY:G [ 22 Jan 2010, 20:42 ]
Post subject:  Re: Dark Void demo: anamorphic & glitchy

You don't have to, the solution is accessible from the Master Games List. :wink: Anyway, here goes: http://www.widescreengamingforum.com/forum/viewtopic.php?f=32&t=17937

Note that this only affects the FOV, not the pillarboxing. :!:


Thank you, seems to be the same fix used for Batman AA

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