Eyefinity Gaming 5760x1080 scaling

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chokingvictim
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Eyefinity Gaming 5760x1080 scaling

Post by chokingvictim »

I just recently set up an eyefinity display for my pc and have been having some difficulty with zdoom/gzdoom
I've got 3x 24 inch 1920x1080 monitors resulting in a final display of 5760x1080.

My resolution shows up fine and swaps over, but the problems show up in the hud spreading out to the corners of the outer screens, and the main problem being that the vertical scaling of the game is way off.
I've searched this and other forums for anyone having a similar problem and fix to no avail.

Here's a screen cap of my game.
It looks like you dropped an acme safe on its head and it has no shins.
Image

If this is in a previous post please link me, and a forward apology if this thread becomes redundant because of that.

Thanks much :3
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GooberMan
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Re: Eyefinity Gaming 5760x1080 scaling

Post by GooberMan »

Image

Turning hud scaling off should put the hud in the right place, but you're going to need to modify the horizontal FOV by the looks of things. I know of no way to do that in ZDoom.
Gez
 
 
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Re: Eyefinity Gaming 5760x1080 scaling

Post by Gez »

That's a 48:9 resolution. The wider that ZDoom goes is 17:10. (Same for GZDoom.)

ZDoom doesn't have support for arbitrary aspect ratios, and adding it would actually cause backward compatibility issues with mods that use HUDmessages.
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GooberMan
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Re: Eyefinity Gaming 5760x1080 scaling

Post by GooberMan »

Well, it's not arbitrary. It's conceptually similar to the old -left and -right network parameters.

Adding Eyefinity support is all the rage for PC games these days. The main modifications that need to be done are widening the horizontal FOV and centering all HUD stuff in the middle. It should just be a GZDoom feature if someone decides to tackle it. Eyefinity in software would just be silly.
Blzut3
 
 
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Re: Eyefinity Gaming 5760x1080 scaling

Post by Blzut3 »

GooberMan wrote:Eyefinity in software would just be silly.
How so? The only problem is the aspect ratio isn't supported.

Anyways, as I kind of said on the Zandronum forums and as Gez said, this isn't a simple matter of adding support for the aspect ratio. Allowing any aspect ratio would indeed cause some minor problems with mods which have graphics specifically designed for the ratios ZDoom does support (btw the widest is 16:9, not 17:10). Ideally, if ZDoom is to support multiple monitor configurations it should be aware of it and draw the primary display as normal and expand the view into the other displays. Possibly by also drawing the view 90 degrees to the left and/or right depending on the monitor configuration. Optionally it could also have a setting to use one secondary display for the automap.
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wildweasel
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Re: Eyefinity Gaming 5760x1080 scaling

Post by wildweasel »

Blzut3 wrote:Optionally it could also have a setting to use one secondary display for the automap.
Perhaps a set of SBARINFO sub blocks, specifically for displaying on secondary/tertiary displays? Then you could allocate a second monitor solely to display mission objectives, full inventory, level statistics, etc., similarly to how many Nintendo DS games already do.
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Xaser
 
 
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Re: Eyefinity Gaming 5760x1080 scaling

Post by Xaser »

wildweasel wrote:Perhaps a set of SBARINFO sub blocks, specifically for displaying on secondary/tertiary displays?
What then would I, as a single monitor user, do to view these displays? They'd need to be cyclable at the very least, but even then it would probably be inconvenient to use on such a setup if the modder designs the HUD around everything being shown at once.
Blzut3
 
 
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Re: Eyefinity Gaming 5760x1080 scaling

Post by Blzut3 »

wildweasel wrote:Perhaps a set of SBARINFO sub blocks, specifically for displaying on secondary/tertiary displays? Then you could allocate a second monitor solely to display mission objectives, full inventory, level statistics, etc., similarly to how many Nintendo DS games already do.
It's something to consider if enough people want it, but Xaser's concerns are valid.
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GooberMan
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Re: Eyefinity Gaming 5760x1080 scaling

Post by GooberMan »

Going back to -left and -right though, are they supported and how does the HUD currently work on them?

SBARINFO sub blocks would need to be designed in a specific way though - you'd need to provide full sets for single monitors at the very least; and other supported layouts would be selected dependent on hardware set up. More work for the modder, but that's the price you pay for trying to be fancy. The only commercial PC game that comes to mind that does something different with a second monitor is Supreme Commander, and it's designed to not expect a second monitor.
chokingvictim
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Re: Eyefinity Gaming 5760x1080 scaling

Post by chokingvictim »

All in all, I wouldn't really care where my HUD shows up in game... just as long as the aspect ratio wasn't squashed.
Isn't there a way to make these settings only affect resolutions spanning past 1920x1080?
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Re: Eyefinity Gaming 5760x1080 scaling

Post by Gez »

-left and -right are not supported.

The only port that I am aware supports them is Chocolate Doom. Even there, though, it was a recreation, since this feature disappeared from the Doom source code when it was released, and it had been broken for a while before that.
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phi108
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Re: Eyefinity Gaming 5760x1080 scaling

Post by phi108 »

I recently got a second monitor, and tried out Chocolate's -right switch, and it does seem fancy so far, though with both Directx and Windows gdi settings the client processes tend to crash when moving the window.

One important performance consideration is to run the extended views at smaller resolutions, such as 320x200 in the -right view (Chocolate's only rendered resolution anyway). From what I can tell , Eyefinity doesn't suport a variable resolution across all monitors, though I suppose the computers it's running on are usually powerful.
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GooberMan
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Re: Eyefinity Gaming 5760x1080 scaling

Post by GooberMan »

It's also worth pointing out - nVidia and ATI do things differently. If you want to support ATI's Eyefinity and nVidia's Surround properly there's different hoops you need to jump through for each. But at its core, setting the horizontal FOV correctly for Doom's FOV and corrected aspect ratio is the best place to start.
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ibm5155
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Re: Eyefinity Gaming 5760x1080 scaling

Post by ibm5155 »

Gez wrote: it would actually cause backward compatibility issues with mods that use HUDmessages.
I solved that problem on my mod, well at least for most of the scales... I would only require to modify a function and it would work great :) (but it´s a manual work, and it´s boring and i don´t know if my normal monitor would support it)
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