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SOF2 does Parhelia (pic)

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  • SOF2 does Parhelia (pic)

    Res 2400x600

    "Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind." -- Dr. Seuss

    "Always do good. It will gratify some and astonish the rest." ~Mark Twain

  • #2
    Hey Guys,
    Here's the third game that we're showing at E3, SOF2. Of course, everyone is familiar with the game by now, this is one of the best FPS that i found work great in Surround Gaming. As you can see from the screenshot now you can see who's coming at you from each side. This was taken with FOV 135. We have also setup a page at Matrox with all the previous shots (now that the trafic on the site is back to nornal) check out this <a href="http://www.matrox.com/mga/media_center/artwork/parhelia512/surround_gaming.cfm">link</a>.
    By popular request i have added the Flight Sim 2k2 shot taken at 1920x480 with FAA-16 on.
    Regards,
    "The opinions or comments expressed by me do not necessary reflect those of Matrox Graphics Inc."

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    • #3
      Looks good, cept the FOV is not wide enough.
      Everything is fat, and the crosshairs should be round.
      The FOV should be triple whatever default is at single screen res.
      And what's up with that line about 1/8 of the way from the left? Almost looks like a patch job...
      Core2 Duo E7500 2.93, Asus P5Q Pro Turbo, 4gig 1066 DDR2, 1gig Asus ENGTS250, SB X-Fi Gamer ,WD Caviar Black 1tb, Plextor PX-880SA, Dual Samsung 2494s

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      • #4
        I'm not sure why that line is there, it wasn't there when i was playing the game. As for FOV, no it should be calculated based on your aspect ratio. By default it's set to 80 with 4:3, so when the aspect ratio changes to 4:1 it should be about 135 which is what it was taken. The formula goes like this:

        [4:1] FOV = 2*atan(3*tan([4:3 FOV]/2))

        Hope that makes sense,

        Regards,
        "The opinions or comments expressed by me do not necessary reflect those of Matrox Graphics Inc."

        Comment


        • #5
          Nope.
          Sorry.
          I must be too dense...that doesn't make sense (hey, I'm a poet and didn't know it).

          If the FOV is 80 at 4:3, it should be 240 at 4:1. Otherwise, everything is stretched out of proportion (as can be plainly seen in the distorted crosshairs in that pic).
          Core2 Duo E7500 2.93, Asus P5Q Pro Turbo, 4gig 1066 DDR2, 1gig Asus ENGTS250, SB X-Fi Gamer ,WD Caviar Black 1tb, Plextor PX-880SA, Dual Samsung 2494s

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          • #6
            OK
            I see the problem.
            You are calculating your FOV based on the overall aspect (4:3 vs 4:1).
            By doing this, you are scaling the entire view proportionatley (if the physical display was also getting taller, this would work, but it's not).

            However, the FOV in a game like this does not take hieght into account. Only the width of the display should be figured into your FOV calculations to avoid distortions.
            Core2 Duo E7500 2.93, Asus P5Q Pro Turbo, 4gig 1066 DDR2, 1gig Asus ENGTS250, SB X-Fi Gamer ,WD Caviar Black 1tb, Plextor PX-880SA, Dual Samsung 2494s

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            • #7
              Edited

              "Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind." -- Dr. Seuss

              "Always do good. It will gratify some and astonish the rest." ~Mark Twain

              Comment


              • #8
                You are half right there Kruzin, the problem is that with FOV 135 you gain back exactly the same height. In quake 3 engine games, there is a command you can use in the console or your .cfg file:

                r_customaspect

                Once you set you set that to "one", the aspect ratio will be maintained now it's up to you to get the right fov based on the formula i gave you.

                Once you get your Parhelia, try playing with Quake 3 or look at the images <A href="http://www.matrox.com/mga/media/artwork/parhelia/technology/surround_gaming/extra/jediknight_single.jpg">here</a> and <a href="http://www.matrox.com/mga/media/artwork/parhelia/technology/surround_gaming/extra/jediknight_triple.jpg">here</a>
                As you can see by adjusting the correct FOV, you don't lose any height, the stretching is only on the hud elements.

                I am working with Raven on hopefully fixing and tweaking these issues for both JK2 and SOF2. The version we showed at E3 does have the correct hud, and it's not stretched. All these problems are due to 1 viewport Surround Gaming, with 3 viewports Surround Gaming, you don't have to worry about any elements stretching.

                Hope it's clear now,
                "The opinions or comments expressed by me do not necessary reflect those of Matrox Graphics Inc."

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                • #9
                  OK.
                  I can see it's a HUD thing now.
                  When i edited the pic to the point that the croshairs where round, everything else was way too squished.
                  Glad you're on it. Make them fix it...it looks goofy like this
                  Core2 Duo E7500 2.93, Asus P5Q Pro Turbo, 4gig 1066 DDR2, 1gig Asus ENGTS250, SB X-Fi Gamer ,WD Caviar Black 1tb, Plextor PX-880SA, Dual Samsung 2494s

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                  • #10
                    If you guys are sayin sof2 can be in triplehead please, please tell me how.

                    Thanks sooo much.

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                    • #11
                      I believe that the developers changed their mind on this one, so removed support before the game was finally released. Something like "unfair advantage" or sommat.

                      Doesn't mean someone can't have done a hack though...

                      Don't have the game so can't tell.
                      DM says: Crunch with Matrox Users@ClimatePrediction.net

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