Quote:
Originally Posted by etzi
And why i have no downclock to 500MHz? I have full clockspeeds since the release of the game.
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Just lucky? Just because
you had no problems, does not mean that problems do not exist.
Exhibit A:
http://forum.1cpublishing.eu/showthread.php?t=19807
Exhibit B:
http://forum.1cpublishing.eu/showthread.php?t=20873
Quote:
Originally Posted by _79_dev
And now ladies and gentelmans imagine having 102inches of screen in front of your nose...
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I presume you mean a 102" tv? No thanks. What good is a giant screen without a decent resolution to match?
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.