Anyone else out there with a widescreen display wish there was better two-page-layout support out there, both for webcomics and PDF readers outside of Windows?
And that's just one gripe. As a game-developer, how do you handle both widescreen, and tallscreen? Do you always lock their FOV to the vertical and short-change tall-screen (1280x1024) users? Or the horizontal and short-change wide-screen users? Or do you automatically give them the FOV that'll guarantee that non-4:3 users get an advantage over 4:3 users? And how do you include support for Triple-Head gaming, something a lot more gamers are playing with again? Now... combine Triple-Head with wide-screen or tall-screen gaming! Feel your head exploding yet? =^.^=
So, beyond the griping so there's something to discuss, how would you think it best to handle three-screen gaming? We'll assume all three screens match at least, but this re-inforces the whole 'field of view' problem.
Do you slice off the top and bottom so the middle screen can keep a 90-degree field-of-view if they're using widescreen monitors?
Do you end up providing a 318-degree or 330-degree instead of a 270-degree view?
If you supported >90 degree field-of-view before (TF2 supports up to 110 IIRC), do you cap it for triple-head view or allow them to see 363 degrees around themselves? Yes, more than a full circle.
The 'industry standard' right now appears to be 'calculate the vertical FOV from the given horizontal FOV as if the screen was a 4:3 monitor, then use that across the rendering area' which is relatively simple, but runs into the above issues when you hit triple-head-land, and admitedly short-changes the 1280x1024 users. There's just no 'good' answer, sadly, I'm afraid. :-/
And that's just one gripe. As a game-developer, how do you handle both widescreen, and tallscreen? Do you always lock their FOV to the vertical and short-change tall-screen (1280x1024) users? Or the horizontal and short-change wide-screen users? Or do you automatically give them the FOV that'll guarantee that non-4:3 users get an advantage over 4:3 users? And how do you include support for Triple-Head gaming, something a lot more gamers are playing with again? Now... combine Triple-Head with wide-screen or tall-screen gaming! Feel your head exploding yet? =^.^=
So, beyond the griping so there's something to discuss, how would you think it best to handle three-screen gaming? We'll assume all three screens match at least, but this re-inforces the whole 'field of view' problem.
Do you slice off the top and bottom so the middle screen can keep a 90-degree field-of-view if they're using widescreen monitors?
Do you end up providing a 318-degree or 330-degree instead of a 270-degree view?
If you supported >90 degree field-of-view before (TF2 supports up to 110 IIRC), do you cap it for triple-head view or allow them to see 363 degrees around themselves? Yes, more than a full circle.
The 'industry standard' right now appears to be 'calculate the vertical FOV from the given horizontal FOV as if the screen was a 4:3 monitor, then use that across the rendering area' which is relatively simple, but runs into the above issues when you hit triple-head-land, and admitedly short-changes the 1280x1024 users. There's just no 'good' answer, sadly, I'm afraid. :-/
(no subject)
Date: 2009-02-19 12:15 am (UTC)I think the big issue is that you have to make things that have to be customized for home users. Almost no company is insane enough to say "Required, three screens" on their software. I think that the best solution you are going to find for this is to go with OS software, and recode the display cameras yourself, for your own system. It's about the only solution that I can think of.
This limits the games you can manipulate as such, but it gives you the option of customizing the set up for your own preferences. Given your Source-Fu, I am sure you could manage this.