widescreen gaming

ElFenix

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Mar 20, 2000
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are there any games that actually use widescreen mode to make the field of view wider? when i've tried it on most games all it really does it chop off the top and bottom, so it looks like you're looking out of a knight's helmet. the field of view is no wider.
 

Matthias99

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Oct 7, 2003
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Any game that has a variable FOV and supports widescreen resolutions can be made to work correctly. However, you are correct that if the FOV is not adjusted (or the game does not support variable FOVs), it will give the same effect as zooming in the view and then cutting off the top and bottom.

You might try widescreengamingforum for WAY more information.
 

Ackmed

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Oct 1, 2003
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In a true WS game, the game is wider. It does cut from the top and bottom, but only very slightly. It gives you far more to the sides, than it takes away from the top and bottom.

Pic one:

http://home.comcast.net/~aquacomputer/2005FPW/FS-1.jpg

http://home.comcast.net/~aquacomputer/2005FPW/WS-1.jpg

Pic two:

http://home.comcast.net/~aquacomputer/2005FPW/FS-2.jpg

http://home.comcast.net/~aquacomputer/2005FPW/WS-2.jpg

Pick three;

http://home.comcast.net/~aquacomputer/2005FPW/FS-3.jpg

http://home.comcast.net/~aquacomputer/2005FPW/WS-3.jpg

As you can see, you get much more in WS.
 

Unkno

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Jun 16, 2005
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wow, wouldn't that give you a little advantage over those who only have 4:3 screens? (if the game can run widescreen)
 

Ackmed

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Oct 1, 2003
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Wouldnt be able to enable 100% draw distance in BF2 give you an advantage over those who cant? What about low graphics settings compared to high making the game more clear?

People have adjusted the FOV in games for years. This is basically the same, but even better, because it keeps to correct aspect.
 

sheElf

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Jul 17, 2005
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Originally posted by: Unkno
wow, wouldn't that give you a little advantage over those who only have 4:3 screens? (if the game can run widescreen)


well, you should see how much advangates dual WS monitor owners have.
 

Ackmed

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Oct 1, 2003
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Dual is silly. Three is where its at if you're going multi. With dual, your crosshairs are in the middle of the two monitors.
 

Busithoth

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Sep 28, 2003
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Originally posted by: Ackmed
Dual is silly. Three is where its at if you're going multi. With dual, your crosshairs are in the middle of the two monitors.


you can actually do this?

 

CraigRT

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Jun 16, 2000
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ut2004 has native widescreen.. i am going to install and try that game later since i just got my 2005fpw a few days ago!
 

Matthias99

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Oct 7, 2003
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Originally posted by: Ackmed
In a true WS game, the game is wider. It does cut from the top and bottom, but only very slightly. It gives you far more to the sides, than it takes away from the top and bottom.

(snip -- comparison pictures in HL2)

As you can see, you get much more in WS.

It cuts from the top and bottom if the vertical resolution of the WS monitor is lower than that of the non-WS one. If you compare a 1600x1200 shot to a 1900x1200 shot (with appropriate FOV settings), they will have the same vertical view, but the WS one will be, well, wider. :p

wrt 3+ monitors: Unless your game specifically supports rendering to multiple devices simultaneously (and the only ones I know of that can do this are some flight simulators), then this will only work if you have hardware support on a single card for 3+ monitors. The only even remotely gaming-oriented cards that can do this are some of the Matrox Parhelias... while you can run a bitchin' 3-monitor game of Quake3, it sort of dies on any newer games, and I don't know if they even have full DX8.1 support.
 

kylebisme

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Mar 25, 2000
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Originally posted by: Matthias99
It cuts from the top and bottom if the vertical resolution of the WS monitor is lower than that of the non-WS one.

No it doesn't, just like you don't get any wider of an FOV at 1600x1200 than you do at 640x480, you get the same FOV at 1280x800 that you do at 1920x1200.
 

bobsmith1492

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Feb 21, 2004
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There's a Morrowind "helper" program, Morrowind FPS optimizer, that lets you adjust the FOV from like 60 to 150 degrees along with the aspect ratio and resolution. You can even stretch it to go across two screens. I tried running it in a 8x3 resolution which was pretty cool; real thin, wide view (I have a 1920x1200 lappy screen.)
 

SonicIce

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Apr 12, 2004
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when your going into widescreen, why doesn't it just add more pixels on the sides? why do you have to increase the FOV? what is an ideal FOV on a 16:9 screen? 16:10? why is 90 the ideal FOV on a 4:3 screen?

The FOV looks the same. its alot easier to compare if you have a browser that centers the image instead of putting it in the top left.
4:3
16:10
 

kylebisme

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Mar 25, 2000
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You seem to be confused on the concept of FOV, FOV stands for "field of view." In that 4:3 image you posted the open doorway on the right is at the edge of the FOV while the hostage on the left edge of the FOV. However, In the 16:10 image we see a lot more of the open doorway on the left and the plant to the left of the hostage as well preciscly because HL2 automatically adjusts the FOV to accommodate resolutions of various aspect ratios.
 

SonicIce

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Apr 12, 2004
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I set the size to 720x480 (16:10) and took a screenshot at fov 90, then changed to 640x480. in order to get it took look the same as at 720x480, i had to change the fov to 97. At fov 97, 640x480 screenshots looked almost exactly the same as 720x480 shots, except the 720x480 one had the top and bottom cut off a bit.
widescreen players have an advantage?
 

Matthias99

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Oct 7, 2003
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Originally posted by: TheSnowman
Originally posted by: Matthias99
It cuts from the top and bottom if the vertical resolution of the WS monitor is lower than that of the non-WS one.

No it doesn't, just like you don't get any wider of an FOV at 1600x1200 than you do at 640x480, you get the same FOV at 1280x800 that you do at 1920x1200.

Both true, but not what I said. Look at the screenshots that Ackmed posted closely; the 1600x1050 ones have a wider FOV, but are cut off slightly in the vertical compared to the 1600x1200 ones. A 1900x1200 display would have the same vertical but a wider horintal view than a 1600x1200 display (both at an appropriately scaled FOV).

If you hold the FOV the same, but increase the AR (or decrease the FOV while holding AR constant), you get vertical 'tunnel vision', as the OP described. Normally if you increase the AR, you also want to up the FOV.