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PostPosted: 15 Feb 2011, 09:30 
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I think all current 3D solutions require landscape mode, but I guess it shouldn't be difficult to tell the driver to render the slightly different frames for each eye up and down, instead of side by side... :?:


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PostPosted: 15 Feb 2011, 14:52 
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Yeah, I had a look around and the gist seems to be the current type of LCD monitor for use with shutter glasses wouldn't do it at all; projector might work but there are concerns about airflow/overheating when the projector is not upright; CRT & shutter glasses, and some of the more exotic methods like a planar mirror setup or DIY parallax barrier might work, just don't know yet.

I'm curious about this but don't want to derail this thread, so will pursue this harebrained idea in the various 3D forums. So what are you doing with your tallscreen rig? Is it just to experiment & get screenshots, or are you actually playing games on it? If you're playing - any games that really benefit from it?


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PostPosted: 15 Feb 2011, 15:38 
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At first, I was only taking screenies; using a TripleHead setup in portrait to get crazy pictures is a lot of fun, although obviously the monitors never moved from their normal, landscape arrangement. Then I got a monitor that could actually pivot, and found myself actually playing Vert- games that way... Now I'm hooked and all the Vert- games in my collection are like granted a second chance. 8) I currently have three 16:9 monitors on a stand and the center panel does a lot of portrait, both for tallscreen gaming and web browsing.

And now ladies and gentlemen, a Tallscreen Special : Unreal Tournament 3

Gameplay...
4:3 (resized to 270 px wide)
Image

9:16 (1080x1920)
Image

Character customization...
4:3 (resized to 270 px wide)
Image

9:16 (1080x1920)
Image

Campaign map...
4:3 (resized to 270 px wide)
Image

9:16 (1080x1920)
Image

Hoverboard cam...
4:3 (resized to 270 px wide)
Image

9:16 (1080x1920)
Image

Titan cam...
4:3 (resized to 270 px wide)
Image

9:16 (1080x1920)
Image

Raptor cam...
4:3 (resized to 270 px wide)
Image

9:16 (1080x1920)
Image


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PostPosted: 26 Mar 2011, 16:46 
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More UE3 Games, Part 1 - First-Person Shooters


Borderlands
4:3
Image

9:16
Image

Start screen... The main menu is cut-off like the title but all the rest of the UI scales correctly.
4:3
Image

9:16
Image

Teleport/respawn cut-scene...
4:3
Image

9:16
Image

Third-person vehicle view...
4:3
Image

9:16
Image

Section 8
4:3
Image

9:16
Image

All the scary HUD elements can be turned off individually.
4:3
Image

9:16
Image

Built-in benchmark run...
4:3
Image

9:16
Image

Third-person super-sprinting...
4:3
Image

9:16
Image

Spawning on the DZ...
4:3
Image

9:16
Image

Even the main menu's background scenes are Vert+...
4:3
Image

9:16
Image

Bioshock (widescreen off)
4:3
Image

9:16
Image

Blacksite Area 51
4:3
Image

9:16
Image

4:3
Image

9:16
Image

The Ball
4:3
Image

9:16
Image

Cut-scene...
4:3
Image

9:16
Image

Main menu...
4:3
Image

9:16
Image

Mega Bonus ! Duty Calls (Bulletstorm's promotional parodic minigame)
4:3
Image

9:16
Image


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PostPosted: 12 Apr 2011, 10:50 
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Intermission: Unexpectedly Vert+, tallscreen-friendly places in Hor+ games

Lara Croft and the Guardian of Light
Tallscreen gameplay is Hor- and quite broken, but some of the cutscenes have no vertical boundaries. Yay!
4:3
Image

9:16
Image


Need For Speed: Hot Pursuit 3
Don't like Hor+ ? Open DocumentsCriterion GamesNeed for Speed(TM) Hot Pursuitconfig.NFS11.Save and change FitToVertical= to false. The HFOV is now locked !
4:3
Image

9:16, FitToVertical=false
Image

Hangars in flight games: gameplay may be Hor+, but somehow this particular area is always tallscreen-friendly.

Apache Air Assault
4:3
Image

9:16
Image

Rise Of Flight
4:3
Image

9:16
Image

Wings Of Prey
4:3
Image

9:16
Image


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PostPosted: 17 May 2013, 21:21 
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Just did another Podcast with TruePC Gaming. Brought up tallscreen, as we talked about the types of screen change. They thought it was hillarious. I'd expect it to make the final cut.


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PostPosted: 18 May 2013, 00:28 
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this thread is so old ^^

But hey, nowaydays you can do this stuff via Software and Downsampling :D

Image

_________________
We gonna send it to outa space!


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PostPosted: 07 Jan 2014, 17:28 
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Ace Combat: Assault Horizon

Tallscreenwise the game is vastly Vert+ but also a wee bit Hor+.
Gameplay goes pretty smoothly, however a lot of objects pop in and out of view during "story segments"; the vignette effect also breaks in UTS (Ultra TallScreen i.e 21:9 Portrait, patent pending).

Chase Camera

4:3
Image

9:16
Image

9:21
Image

Dogfighting Mode

4:3
Image

9:16
Image

9:21
Image

Destruction zoom !

4:3
Image

9:16
Image

9:21
Image

Story segment

4:3
Image

9:16
Image

9:21
Image


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PostPosted: 09 Feb 2014, 13:31 
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Haldi wrote:
this thread is so old ^^

But hey, nowaydays you can do this stuff via Software and Downsampling :D

http://www.wsgf.org/f/u/contrib/node_ga ... 38_389.jpg
Ummmmmm nope.

Crysis is natively Hor+, so your screenshot shows only a portion...
Image

...of the default FOV.
Image

By default VFOV (cl_fov) is 60, so HFOV is 75. Using FOVCalc, apply HFOV 75 to any tall resolution and voilà !

1080x2560, cl_fov 122
Image


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PostPosted: 27 May 2014, 17:08 
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Deadfall Adventures

4:3
Image

9:21
Image


4:3
Image

9:21
Image


4:3
Image

9:21
Image


4:3
Image

9:21
Image


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