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PostPosted: 03 Mar 2010, 12:50 
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If a game supports surround with a FOV bind then it supports surround, they were just too sloppy to calculate the FOV from the resolution instead of using a predefined FOV for a predefined aspect ratio. As for UI, it's comparatively trivial since you're working in a 2D space, the trick is just to get it to not be Vert- (and optionally not stretch, or better yet be centered).


I don't think you really understood what I was getting at, but it's cool... I meant more money/testing/license issues with Epic than I meant possibility.


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PostPosted: 03 Mar 2010, 20:03 
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So there.


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PostPosted: 16 Mar 2010, 19:44 
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Joined: 03 Feb 2010, 17:56
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Damn we got shot down:

Hey,



While ATI's EyeFinity product is really cool, BioWare did not commit to supporting it on Mass Effect 2.



The link to the PC Games Hardware article posted by boredtotears001 does not quote a specific ATI or BioWare rep, so I can't really comment on it. The link to the image posted by noquarter7 is a list of *potential* titles and developers from an ATI slide presentation, not an actual list of supported titles. See the ATI rep's comments in this thread:



http://www.widescreengamingforum.com/forum/viewtopic.php?f=64&t=18199



That being said, we did investigate the possibility of adding this support in a patch. Unfortunately, what we found indicates that it would not be a quick or simple change. Therefore, we can’t add EyeFinity support to Mass Effect 2 at this time. Should that change in the future, we will let you know.


Thanks!




Don M


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PostPosted: 16 Mar 2010, 19:59 
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Joined: 05 Sep 2005, 21:03
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Do you have a link to the original post?

Damn we got shot down:


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PostPosted: 17 Mar 2010, 06:50 
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Joined: 07 Jul 2007, 23:55
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Do you have a link to the original post?


I just read this myself.

http://social.bioware.com/forum/1/topic/106/index/1533069/2

To be frank I kind of suspected this given the vagueness of the original article claiming the patch was on the way. My biggest clue, the original Mass Effect in its current form.

Sorry for the tough break MMers.

EDIT - I also wouldn't be suprised if the DA:O issue does not get fixed as well.


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PostPosted: 17 Mar 2010, 08:15 
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Joined: 03 Feb 2010, 17:56
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Yea I suspected the answer was going to be no, but I wanted them to say it one way or the other to clear things up. Now I at least know not to wait for ultra-wide support. I'll probably wait till it's down to $20 though, I'm excited enough about multi-monitor to vote with my pocketbook.. was the main reason I bought Bad Company 2 :)


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PostPosted: 15 Jul 2010, 22:37 
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Joined: 23 Apr 2009, 12:06
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Guys!!! Here is FOV solution! Finnaly I find it on some russian forum!
So here what thay done:

Can it help?!?


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PostPosted: 16 Jul 2010, 12:27 
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Guys!!! Here is FOV solution! Finnaly I find it on some russian forum!
...
Can it help?!?

Sure, What exactly did they do to get the FOV to change? Do you have a link to the forum?

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PostPosted: 16 Jul 2010, 14:32 
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Joined: 23 Apr 2009, 12:06
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Ye no problem!
Here it is: http://forums.ag.ru/?board=ti_main&action=display&s=0&num=1267803654

Under Технический FAQ section, than click Изменение угла обзора

That if you know russian of course :D


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PostPosted: 16 Jul 2010, 23:58 
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For anyone looking.

Скачиваем отредактированный Coalesced.ini (свой перед заменой желательно забэкапить).
Для смены угла обзора в игре используем следующие клавиши:
Numpad 0 - 70 (угол обзора по умолчанию )
Numpad 1 - 80
Numpad 2 - 90
Numpad 3 - 100
Numpad 4 - 110
Numpad 5 - 120
Numpad 6 - 130
Numpad 7 - 140
Numpad 8 - 150
Numpad 9 - 160

Скриншот для сравнения:



Замечания от bbbk:

Если выставить значение TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=512,LODBias=0), в секции [SystemSettings] , то именно это и приводит к артефактам в диалогах(Fov-дефолтный):некоторые лица становятся коричневыми, и приходится увеличивать FOV. С другими графическими настр. не связано.Так что MaxLODSize=256 -так и оставить. Теперь можно изменяя Fov-(40-90) прибл. и отдал. лица в диалогах без появления артефактов.
Вообще, увеличение параметров MaxLODSize в TEXTUREGROUP_... в секции [SystemSettings] приводит к различным графическим артефактам.

Для изменения на лету Fov(изменение угла обзора) в карте,сканировании планет, диалогах, при передвижении необходимо добавить в секцию [SFXGame.SFXGameModeBase]:

Bindings=( Name="BackSpace", Command="fov 55" )
Bindings=( Name="End", Command="fov 15" )
Bindings=( Name="Home", Command="fov 10" )
Bindings=( Name="Insert", Command="fov 30" )
Bindings=( Name="Delete", Command="fov 20" )
Bindings=( Name="NumPadZero", Command="fov 0" )
Bindings=( Name="NumPadOne", Command="fov 40" )
Bindings=( Name="NumPadTwo", Command="fov 50" )
Bindings=( Name="NumPadThree", Command="fov 60" )
Bindings=( Name="NumPadFour", Command="fov 70" )
Bindings=( Name="NumPadFive", Command="fov 75" )
Bindings=( Name="NumPadSix", Command="fov 80" )
Bindings=( Name="NumPadSeven", Command="fov 85" )
Bindings=( Name="NumPadEight", Command="fov 90" )
Bindings=( Name="NumPadNine", Command="fov 95" )
Bindings=( Name="Divide", Command="fov 100" ) ; клавиша "NumPad /"
Bindings=( Name="Multiply", Command="fov 105" ) ; клавиша "NumPad *"
Bindings=( Name="Subtract", Command="fov 110" ) ; клавиша "NumPad -"
Bindings=( Name="Add", Command="fov 115" ) ; клавиша "NumPad +"

Так можно одними клавишами приближать,удалять изображение сразу в нескольких режимах не лету. Соответственно нет необходимости прописывать это в секцию [SFXGame.SFXGameModeDefault] после строк Bindings=( Name="LeftShift", Command="PC_EnterCommandMenu" )

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Display: | 3 x Dell Ultrasharp 3007WFP-HC @ 7680x1600 | Dell u3011 |


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