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Triple screen FOV

Posted By: Damocles

Triple screen FOV - 03/28/10 01:11 PM

Does FC 2 support Triple screen ?

As I'm sure you're aware, the cockpit FOV was too close in FC, has this been resolved in FC 2 ?
Posted By: Kegetys

Re: Triple screen FOV - 03/29/10 07:29 PM

Despite the promise for triplehead2go support this is not (properly) fixed it seems frown

The fov is still incorrect, and manually increasing it from the config files results in clipping problems (things disappearing). The 3monitors mode is supported, but it kills the framerate and I dont like the way it is rendered in three different angles.

edit: see my post below for potential fix
Posted By: Damocles

Re: Triple screen FOV - 03/29/10 08:28 PM

Thanks for the reply, guess I'll just have to wait for the Hog.
Posted By: Kegetys

Re: Triple screen FOV - 03/30/10 10:09 PM

Being quite annoyed by this myself, I took a look at what could be causing it and hopefully made a fix for it as well.

It seems the FOV calculation of the game is simply broken; When using a wide display, what is "meant" to be rendered and what actually is are entirely different. The wider the screen, the worse the problem. I'm using 5760x1200, which means aspect of 4.8 and the problem is very bad an unfixable by just using a wider FOV.

What I think is happening is that the game uses the correct FOV for clipping, preloading, etc. but the aspect ratio is applied wrong for Direct3D and the scene is just rendered as too narrow. If you try to go too wide, then the clipping and preloading goes wrong (over 180 degrees) and problems being to appear. A fix is to use aspect of 1.0 in game and override the rendered vertical aspect ratio with a Direct3D hook.

Some screenshots illustrating the issue and fix:

No fix, aspect of 4.8 and FOV of 175 in view.lua (default maximum is 120):


Very badly zoomed in, and this is not anywhere near 175 degrees in any direction. Pretty much unplayable. Even at this FOV, contrails in the sky seem to occasionally be invisible.

Going wider, problems begin to appear. Around 180 degrees the game beings to suck up memory until it freezes. If you go above this it works, but things being to get clipped out, for example FOV 330:


The land from the sides is not visible at all, unplayable again.


Now, aspect of 1.0 in game + my fovfix + FOV of 155:


Now everything is as it should. The horizontal FOV actually seems to be 155 degrees, nothing is clipped away and no performance problems.

The FOV fix is available here: http://junk.kegetys.net/lomac_fovfix.zip Edit: See new version below!


It is a D3D9.DLL hook (like SoftTH), see readme for install instructions. (Basically, put the files to 'bin\x86\stable' and change game aspect ratio to 1.0). It is a quick "hack", I haven't tested it much so there could be some problems as the game does not know the aspect is forced in this way, but on some quick tests it seems to be working fine for me. Hopefully useful for someone else as well smile
Posted By: The Nephilim

Re: Triple screen FOV - 03/31/10 04:46 AM

Well I will be getting some use out of it in a couple months.. I am in the Process of getting a Triple Projector Setup and this fix is AWESOME!!

I am curious to what was done to make the Dll file??Can you make one for FC1??

Also can I change the FOV to suite my needs or is it set at what you picked??
Posted By: Formski

Re: Triple screen FOV - 03/31/10 01:40 PM

Hi Kegetys,

Just to add in my experience with this - I had to have the FOV hack load after SoftTH for it to work - if I had the hack DLL load from FC2 it would bomb out with an error. Yet if I set the d3d8dll= option in softth.cfg to point to the renamed hack dll it loaded and worked okay (along with manually setting the correct aspect ratio in the fovfix.cfg file)

The softth.log file was never touched when it crashed.

This is in Vista x64 Home Premium with ATI 10.3 drivers, an 5870 for main screen and left screens and a 4350 as the right screen.

Only other issue I came across was that active shadows are corrupted when seen on aircraft.

Formski
Posted By: - Ice

Re: Triple screen FOV - 03/31/10 02:26 PM

Is this a TH2Go issue only? How about triple-monitor setups using ATI's Eyefinity??
Posted By: drsoran

Re: Triple screen FOV - 04/03/10 05:57 PM

Hi! I've tried the FOV fix with success on my TH2GO setup with 3x1600x1050. It's great. But I encountered one problem. The labels on other battlefield units are no longer projected correctly. They seem to be projected directly on the screen with 0 Z value. So they move to much in relation to the head. I think this is caused by the aspect ratio of 1.

Is there any chance that this can be fixed?

BTW: The natural build in 3 monitor support is completely useless for TH2GO imho. ED sells this as TH2GO support. I'm a little bit disappointed.
Posted By: Kegetys

Re: Triple screen FOV - 06/05/10 08:19 PM

I updated the FOV fix, it now uses an entirely different method for overriding the FOV. This should not mess up the map or the labels (assuming it even works now :P)

Download here. The DLL name is different so remove the old d3d9.dll first.
Posted By: NickMow

Re: Triple screen FOV - 06/19/10 05:36 PM

As stated on the lock on forums. Keg' your solution is excellent and works really well with the triple head setup. Thank you very much
Nick
Posted By: NagPaPa

Re: Triple screen FOV - 06/09/14 02:29 PM

Hi Kegetys,
Your fovfix is working good.
I'm enjoying triple screen.
But the aspect ratio of game avionics is wrong.
Could you fix this problem?
Thank you.
Posted By: F19_CoNa

Re: Triple screen FOV - 06/13/14 09:17 AM

Does this fix work with FC3 and the other DCS products?
I cannot find bin\x86 (running 64 bit version)
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