Works great in FH3 to counter the game's balls of FOV
my paraphrase of Necro: shouldn't increasing the FOV in-game get you the same peripheral view that this custom resolution does?
Here, I have the in-game FOV slider set to the default 60. First pic is 1080p (@85fps) and second is 1920x810 (@115fps--nice leap!):
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Here, I cranked up the in-game FOV slider to the maximum of 90. Here, the frame rate difference stays about the same from the last set of pics:
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To me, its a good case for getting a 4K monitor to be able to play say Mass Effect Andromeda at 4K HDR since the game isnt too demanding, but I could play watchdogs 2 and ghost recon in letterbox since I know even a 1080 Ti wont play it how I want it to at 4K (have no plans on going SLI)
more of a catch 22: the game was threaded just enough to keep 30 fps with CPU load on XB1, the tram line in the city eats way more than usual amount of gpu power and CPU compared to the rest of the game. To keep 60 FPS means dropping settings from the peak the GPU could do 95% of the time, and a CPU beefier than trogdor's arm. And the game's internal resolution can be independent of external, so I can still play in 21:9 when I'm back at 1080p (don't quote me on this though) Also, the 30 FPS input lag problem can be solved by adjusting the frame buffer size to something less smooth.Surprised that the game even supports custom resolutions in the first place...
btw, is that game still a mess performance wise?
I expect you to get a lot of gate for black bars OP. But this is the beauty of PC gaming, if you like it more power to you. If you need extra performance on a not top end machine this seems like a good idea.
more of a catch 22: the game was threaded just enough to keep 30 fps with CPU load on XB1, the tram line in the city eats way more than usual amount of gpu power and CPU compared to the rest of the game. To keep 60 FPS means dropping settings from the peak the GPU could do 95% of the time, and a CPU beefier than trogdor's arm. And the game's internal resolution can be independent of external, so I can still play in 21:9 when I'm back at 1080p (don't quote me on this though) Also, the 30 FPS input lag problem can be solved by adjusting the frame buffer size to something less smooth.
also most of the game's cutscenes, etc are made for 16:9 so you get fun things like black bars on the side on loading screens and all UI except driving ones stay in the middle, unwarped
I don't think so, but I've got a 970 myself and never had noticed texture popup, even when I played it on a OC'd 2500K. I think 8 thread cpus got some boost, but I dunno how much of one thoughSounds like a mess...I bought it on launch, but it performed like trash on my system so I immediately got a refund. I have a gtx960 4GB with an i7 SSD combo. Thought it would be more than capable. Also, the texture pop-in was egregious to me.
Sounds like there isn't a lot of improvements from day one then?
that costs moneyBetter suggestion get a 21:9 monitor.
Better suggestion get a 21:9 monitor.
This is all wrong. The ratio of the screen should not dictate the FoV. The FoV is dependant on the dimensions of each side and the distance from the screen only. You're making the assumption that all 21:9 screens are physically wider than all 16:9 screens.
I would too, but developers are screwing over PC players who want to use a 16:9 display up close (i.e sat a desk) by forcing them to use the 'console' FoV that's more suited to a TV at distance. Having to buy an overpriced/small 21:9 display to get a more appropriate FoV at a desk is dumb. I mean, I don't really care myself, I game on a large screen TV, but it's a pretty stupid situation.This is why I'll always prefer, say, a 40" 16:9 screen to a 34" 21:9 one - size is more important that width.
I would too, but developers are screwing over PC players who want to use a 16:9 display up close (i.e sat a desk) by forcing them to use the 'console' FoV that's more suited to a TV at distance. Having to buy an overpriced/small 21:9 display to get a more appropriate FoV at a desk is dumb. I mean, I don't really care myself, I game on a large screen TV, but it's a pretty stupid situation.
May I offer a suggestion too? Read the OP and inform yourself on why this topic was made.
That was actually pretty enjoyable to watch.
I still need to give BF1 a chance, but my backlog is too gigantic already.
posting for the new page, as I think it's rather important:
Sorry I'm a little delayed on addressing this, but you're both wrong and right because different games respond to different aspect ratios differently. It simply depends if the game engine scales its view area locked to horizontal or vertical pixel size. Hence, there generally are two possibilities (and this is completely ignoring stretched images, obviously):
A) If it locks to horizontal pixel size, increasing the aspect ratio will not increase your FOV, but instead lose the top and bottom of an image.
B) If it locks to vertical pixel size, increasing the aspect ratio will not lose the top and bottom of an image, but instead render a wider FOV.
In the strictest sense, since 'FOV' is a measurement of how many degrees of view angle is rendered to a screen (which has a maximum limit approaching 180 on a straight render for obvious reasons), game engines without any further calculation should maintain that FOV setting regardless how wide your screen gets, resulting in chopping off the top and bottom to maintain the same FOV value horizontally.
However, with the advent of a lot of different aspect ratios becoming more and more common, up to 3-display shenanigans, "FOV" as a setting (typically accessed in console in FPS games, e.g. "fov X" in Quake, "cl_fov X" in older CODs, etc) became more and more meaningless, and most modern engines, especially those targeting PC or multiplatform spec, either straight up lock to vertical resolution, or automatically calculate the correct FOV setting (e.g. a fovscale multiplier) based on drawing the same vertical space as a 4:3 or 16:9 target.
Older games tend to do A (you'd need to manually set a higher FOV if you increase aspect ratio), while newer games tend to do B (what you observe in your post), but this is still a generalization and there are many exceptions to that rule.
In games where you do not have access to tweaks via in-game options, command console, registry, external config, modding or whatever, to what FOV the engine renders at, you're short of luck if it goes with A).
edit: Actually, you pointing this out made me realize that Rainbow Six actually doesn't lock the vertical. If you look at my screenshots, the higher the FOV, the more vertical view you get as well. Interesting! However, my original post was to answer the question that, yes, the custom resolution does grant you a wider view over simply increasing the FOV (of course some games won't do this).
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resized for identical vertical pixel count.
The scope/gun is almost identical between the shots. Vertical FOV is identical between the two aspect ratios.
You moved. You're further in front in the 21:9 shot (See: ceiling top left of 16:9 picture)
edit: For good measure, when you didn't move:
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I used a permanent marker to give my monitor NieR blackbars for tru cinematic g4m3r feel
... which would just cut off the image rather than retain it and extend it.
Samsung all up in your shit anyway, bringing some mega widescreens soon - 32:9 son - 3840x1080 DFHD ("double full HD"):
http://www.pcgamer.com/samsung-to-produce-ridiculously-huge-double-wide-display-panels/
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Jesus, that view sure adds more stuff to the screen... PC Being pay to win confirmed ��