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Eyefinity (for ATI owners)
So, I'm on week # 2 with my brand new ati 6970. I only have 2 monitors and was reading about eyefinity. So just for the heck of it, I grouped my screens together and launched CoD .
Has anyone tried this yet? Wow.. The immersion is 10 fold when you have everything on high and you got the game going on two screens. So perhaps in a few months i may pick up a 3rd screen. It looks mighty good. Just fyi, in that sort of config I take it's probably best to pick up a 2nd ati card for X-Fire so you can keep consistent 50+ FPS while driving 3 screens. However it's really sweet to see the the future has in store! |
im running 3 and stay around 80 with one card, i just hooked them up yesterday but 22" is to big after an hr my eyes were hurting and starting to get a headache.
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I'm waiting for the full screen fix first to stop my 6950's from underclocking. I'm also waiting for the horrendous input lag to be fixed because it makes the game nigh unplayable.
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Running three screens with Nvidia Surround. Looking forward to playing 3d when they can get the game properly supported. S!
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There is no input lag for me since I achieved 40+ fps with vsynk and tripple buffers set ON in ATT. You may also try setting Flip Queue Size to Undefined or to 0. |
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The problem sometimes happens too, if the gpu clock is set to high. |
Ataros:
I thought triple buffer was for open GL.Not Direct X. |
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Regarding input lag, "Flip Queue Size" (aka pre-rendered frames) only applies when vsync is enabled, vsync itself being a direct cause of input lag (due to delaying rendering in order to sync with monitor refresh). Normally I'm a twitch gamer (shooters and such) so I never use vsync specifically to avoid any lag at all, so adjusting that option will make no difference for me. The problem manifests more strongly at low framerates, but even at 70fps over the channel, there's still a nasty delay in everything from firing, to field of view adjustments, to the simple act of moving the mouse cursor. Until that's resolved, I won't be spending a lot of time in game. It's just too difficult to react to enemy maneuvers when everything you do is delayed. On topic, Eyefinity isn't particularly well supported at this stage. The controls to change the field of view aren't particularly intuitive and the presets assume a single monitor. It certainly looks nice though. It works quite well with the screens in portrait/vertical alignment, but you don't get the extra visibility off each side. On the other hand, all those extra pixels sure do make identification of other aircraft much easier (with tags off). Personally though, I'm preferable to having extra peripheral vision. I do look forward to the lag problems being fixed and also Crossfire support so I can get my second card doing something besides idling. Eyefinity + TrackIR makes for one immersive game. ;) |
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~S~
And now ladies and gentelmans imagine having 102inches of screen in front of your nose... |
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Exhibit A: http://forum.1cpublishing.eu/showthread.php?t=19807 Exhibit B: http://forum.1cpublishing.eu/showthread.php?t=20873 Quote:
EDIT: Really, for Eyefinity to be viable, the horizontal FoV needs to be calculated dynamically based on aspect ratio. Presently it's assumed that everyone's using a 4:3 aspect ratio and naturally that doesn't play nice for ultrawide configurations. Even using the progressive FoV adjust controls, that's changing the entire FoV instead of just horizontal which gives you too much vertical FoV and a whole lot of stretching to go with it. What needs to be added is a calculation that changes the actual values of "30, 60 and 90" degrees to new ones that give the same level of apparent "zoom" but take into account the extra width of the screen. Something like: FoV to Use = (ATan2((Tan((OriginalFoV * Pi) / 360.0) * (AspectRatio / BaseAspectRatio)), 1) * 360.0) / Pi Where OriginalFoV = 30/60/90, AspectRatio = whatever you're using (resolution width/height) and BaseAspectRatio = 0.75 (4/3) So everytime you hit a key to change the FoV (del, end, page down) rather than just setting 30/60/90 as it currently does, it should run that calculation (or something like it) and then set the FoV to the resultant value instead. |
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