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Taffer

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  1. Very cool. I suppose you could make it wobble to be a visual cue when you get hit by an arrow or take some damage. With the 1/3 size HUD you can put eyefinity as a 'supported' mode on the next release . Pretty fancy. Although you'd still have stretched menus--but as long as it isn't stretched in-game, it doesn't even matter.
  2. Right this is just a way to have eyefinity without a 5000 or 6000 series ATI card or have it with any nvidia setup. For those who have eyefinity, TDM is close--custom resolution and FOV is there, just need scalable HUD. You'd probably be better off just 'supporting' proper eyefinity. SoftTH is just an option for those who want to have triple monitor fun without a newish ATI card.
  3. Congrats on the proof of concept, very impressive! Disclaimer: Strong possibility I have no idea what I'm talking about; I'm just hoping some of this helps point you towards information which helps you. I saw that there is selectable resolutions--but the reason that I brought up softTH is based on monitors. If I were to just select a random resolution, my video card would just try to display that resolution on my main monitor (which would just go out-of-range). There has to be another layer which does what SoftTH does--fool the video card (or game engine?) into thinking it is attached to (for example) a 5760x1080 monitor and knowing where the monitors which make up that resolution are. That's what eyefinity does as well--make a fake huge monitor. I don't think that functionality is present in D3/TDM. I haven't had a chance to try it yet, though. I'll be able to test on thursday. Of course, there is no real reason to support any of this--just the fact you guys are doing this at all is amazing. Also, I think you can assume the HUD can stay centered-there is almost no reason to have it off to one side--dual monitor FPS gaming is even more rare than triple monitor because you have these huge bezels right where the cross hair is. I saw you said " Support for multiple-monitors/arbitrary resolutions is already in TDM" so maybe I'm not being useful at all. Just throwing some stuff out there since I saw you were working on it.
  4. Regarding the rendering, I think most people have the horsepower to push three cameras, but yeah, again you might hit the wall of closed source. SoftTH usually just needs a few dlls thrown into the folder with the games .exe, and it will then show the resolutions in game. If you have TF2, give it a quick shot to see how it works. TF2 is not actually a great example, as you actually have to put it in two folders because of how steam has the HL2 engine, but you'll get the idea. See http://multimonitor....ng-with-softth/ Also, softTH might work out of the box with Doom 3 (see http://www.kegetys.n...hp?topic=130.0,) so most of your work may be taken care of (if not there are all kinds of instructions and community support). If you had a second HUD option which was super 'squished', then when running softTH, it would stretch out and fit on just the center monitor--you could just make selectable HUDs in the option menu--maybe a horizontal HUD scaling number that the user can plug in? They could interpolate the best number to fit whatever their resolution is so that you don't have to supply any specific resolution at all.
  5. You might want to look into something called SoftTH. It's like a software version of eyefinity that works with any video card (even Nvidias), or like a software version of triplehead2go. It works by using 1 card for rendering. Most cards only have 2 monitor connections, so you need another connection--even the integrated video card on your motherboard will work, as it is just sending the info through it, not using it for rendering. I'm running a 5760x1080 setup myself--3 24" 1920x1080 monitors. I'm using an ATI 4890, which doesn't support eyefinity--but with softTH, I can play with triple monitors. Anyway, might be easier to play with because it is a software solution to multi-monitor or strange resolutions. Oh, and i'll second the multiple cameras--from lurking around other softTH and multi-monitor things, that's a good way to go to remove any fish-eye or HUD stretching. Basically, you leave the center camera alone with the HUD, and add cameras which are at say 45 degrees for the side monitors (like side view mirrors in a racing game, except pointed forward). I really don't know how possible this is with the tools you have available, but I believe that is how it's done. It's likely easier to add some kind of FOV tool to calculate what the user should plug in based on their resolution, but this doesn't correct the HUD being stretched over 3 monitors.
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