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 Post subject: I'm speechless. Wow. And
PostPosted: 04 Oct 2011, 06:03 
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Joined: 04 Oct 2011, 05:49
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I'm speechless. Wow.

And this is in your home? Have you had a party yet? Can we come? HAH

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PostPosted: 18 Oct 2011, 15:42 
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Joined: 30 Jul 2011, 19:53
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Haha, that's an impressive build. And I'm usually not a fan of even numbered lines, with the ultra thin bezel I think it works well. FPS games oughtta put the crosshair right at the center, right? :P

This is something I think I'd have to see in person.

Yeah, my crosshairs are just a few pixels wider and go all the way across the display lol.
I suppose it would inhibit the ability to shoot objects under 5px, but I am not good enough to hit that small anyway.


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PostPosted: 21 May 2012, 06:12 
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Joined: 22 Aug 2010, 05:13
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shoot has anyone got pictures of this?


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PostPosted: 23 May 2012, 14:14 
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Joined: 06 May 2006, 12:46
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Looks like he's has them up on ebay at the moment.

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PostPosted: 24 May 2012, 20:09 
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Joined: 12 Nov 2011, 22:00
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too bad, when i saw the small thumbnail sized pics i realized my butt got warm.. from all the poop that came out of it.
that looked freakin sweet

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PostPosted: 31 May 2012, 18:49 
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You can right click and view image and it gets bigger.

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 Post subject: How about some videos
PostPosted: 12 Jul 2012, 09:50 
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Joined: 30 Jul 2011, 19:53
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How about some videos then?

(Click HERE)

(Selling it is really an empty threat. I have no real interest in doing so. I love it. But if somebody is really willing to fork over 20K, well then, alright...I guess...)


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 Post subject: Firstly, I hate
PostPosted: 12 Jul 2012, 11:50 
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Firstly, I hate you.

Secondly - seeing as this is 12 megapixel :O how much more viewable space is there compared to playing it on the wii? Or is it fixed as its a console game?


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PostPosted: 12 Jul 2012, 19:57 
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Thanks for the love :)

For the games that support it, the 'widescreen hack' coupled with the 'Aspect Ratio=Window Size' renders it in the full width of the screen, 24:9 format. Since Wii games natively only support up 16:9, it is a 50% increase in "viewable space". The AR of this setup is modest. I have seen Dolphin run some Wii games properly in Eyefinity 3x1L 48:9 (200% increase) just fine. Maybe Duniek will try some crazy 288:9 AR just to see what he can break :)

You don't get any expanded Vertical FOV or anything, just a much much sharper rendered image, as clean as the developer's programming engine allows. As shown in the video, any 2D raster sprites in Dolphin just get straight scaled, and quite frankly, (can) look like hell.

As for the 12 megapixel comment, I really have no clue what you're saying/asking...unless you're implying I am incorrect.
Arguing on the internet can be fun, but arguing with math isn't, because you'll always lose.
8 screens, 4W x 2H -- 1600w x 1200h pixels each. So:
4W x 1600 = 6400 pixels W
2H x 1200 = 2400 pixels H
6400 x 2400 = 15,360,000 pixels
1 megapixel = 1,000,000 pixels

15,360,000 / 1,000,000 = 15.36 megapixels

...I really can't break it down any simpler than that. Where in the world are you coming up with 12?


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PostPosted: 09 Apr 2013, 08:38 
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Joined: 09 Apr 2013, 08:35
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Thanks for your reply! Here's some more details:

I already have 3 projectors from another project that I would like to use for this. So I would only need 2 more. That opens up more of the budget for other hardware/software. The projectors I have right now were about $3k each, so they are decent projectors for what they do. They are 1080p and support a whole slew of signals/connections. So I would like to continue with these and not get all new ones unless I have to.

As far as the space... right now, the stage is 25-30 feet wide and I have 12 feet of headroom before hitting stuff. Lighting could be the biggest issue. But the rig can be adjusted as needed to make this work. During scenes when I have to use my front wash, I just accept that the lower part of the screen will get blown out. That isn't when I really need the wall though. This wall will really be used when I'm lighting the stage with out-focused movers with colors and LEDs.

When you say "playback hardware", what exactly do you mean? I still don't quite understand how this works. Is there some sort of hardware unit that will trick the software into thinking it is some kind of screen with a weird resolution when actually it is just taking that signal and distributing it out to make one large screen? I guess that is where I'm most confused.


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