12/28/2023 0 Comments Ets2 multimon no eyefinitySave it, making sure r_multimon_mode is set to 4 in config. Once you're happy, take the output values in orange and enter them in the appropriate places in the multimon_config.sii file. For additional guidance, see the example setup on the second sheet, or experiment with different numbers to see how the diagrams change. Extra tips for this below.Ĭheck to see if the visualization diagrams look like your setup. Go to "File", then "Make a copy" for yourself so you can edit it.Įnter measurements into the green and blue cells, if applicable. Open the google sheets share link at the top. Single Monitor - Dual Monitor - Triple Monitor Place it in the Documents\ folder, same place as the config.cfg file. You can also download a preconfigured multimon file to use as a template. SCS documentation page, if you're interested. The result should be a mathematically correct view at the specified eye. Simply measure a few things, enter the numbers and out pops the exact values that you need to enter into the multimonconfig.sii file. but the customized mode should allow more flexibility over the setup for 1-4 monitors. It is automatically generated in the Documents folder when r_multimon_mode is set to 4 in config.cfg. This is a Google Sheets calculator that makes it easy to find the correct FOV and multimon settings for single and multi-monitor setups. The resulting view should have a realistic FOV and be properly angled + bezel corrected.įor anyone who doesn't know, the multimon_config.sii file contains advanced monitor settings. The goal of this calculator is to make it easy for anyone using 1-3 monitors to find the perfect multimon_config.sii settings. Physical: 1360x768, window: 1280x1024.Resulting view from example setup in calculator (fourth monitor not included) Seems there is still no resolution independent rendering in LOG2. This is a well known, and long time ago reported problem routing back to LoG1. I'm glad that you guys made sure the game was fine-tuned for 4:3 resolutions - just please don't overlook the other end of the display spectrum In a game like LoG where the UI is not just an accessory, but a crucial element of gameplay, this is a real problem. Such diverse games as Borderlands 2, Euro Truck Simulator 2, Wargame or obscure indie Retrobooster, all have ways to tackle the issue of UI scaling. Meanwhile a lot of other games feature either a centered UI, or even an user-defined UI scaling setting to avoid these issues. The same issues affect single-screen 21:9 displays as well, to a lesser extent. Game: the UI scales to the side, i.e the right end of the right-hand monitor. Main menu: the enormous, cut-off logo overlaps menu items. Here's what the game looks like on a triple-screen display. The doom update literally broke idle memory clockspeeds, and AMD has still not acknowledged that they broke it. Dual monitor support has been crap ever since Crimson. Full details on multi monitor settings are here. But yes, with a triple screen layout, mirrors will appear on either side although how much you see of them will depend on what you have the multimon FOV value set to. However the UI scaling remains a problem on wider-than-HD displays. AMD pushes Eyefinity, but multimon broken since doom. In order to run multiple screens you have to have them set as a single span with Nvidia Surround, AMD Eyefinity or SoftTH. The fixed vertical FOV is great to accomodate all sorts of displays, so thanks for that. Antti wrote:The UI still works in a similar fashion Okay, let me be a bit more specific.
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