- Jun 21, 2005
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The point is to enhance the immersion by filling in your peripheral view, sitting the same distance from the displays as you would with just a single one.
By the way, the resolution is actually 5760x1200.
The guy was wrong, it's definitely 1200 vertical pixels.Ahhh... that might explain why the guy tells you that they're running 5760x1280 resolution... Maybe?
The guy was wrong, it's definitely 1200 vertical pixels.
Three monitors, each individually with 1200 vertical pixels, don't magically obtain 80 more vertical pixels when used together.Weird... you'd think in a large marketing scheme like this they'd actually get it right.
The guy was wrong, it's definitely 1200 vertical pixels.
He pronounces Eyefinity just fine.Yeah, he also pronounces ATI EYEfinity incorrectly.
The game developers need to work on cameras and perspective for this. It's cool as heck, but look at the flanking screens - everything on them is so stretched out because of the "fish eye" effect of increasing FOV. What they should do is use three cameras, one for each screen. Of course this means programming specifically for Eyefinity so who knows if they'll actually do it.
Having said that, it's very cool, if you've got the money for three monitors and the graphics grunt to power any game at 5760 horizontal pixels.
This. Without games actually tweaked for it, I think it's really just fluff. I mean, most of that demonstration still had all action in the center pane and essentially just odd looking FOV walls on the outside panes.
Not sure I like it.
Needs to be bigger monitors, since you'd have to sit back further to take in the other 2 flanking monitors.