The expanses of WolfWings' land
scratched on the wall for all to see


February 18th, 2009
February 18th, 2009
February 18th, 2009
February 18th, 2009
February 18th, 2009

[User Picture]04:41 pm - Widescreen... so much promise. Unfulfilled, that is.
Anyone else out there with a widescreen display wish there was better two-page-layout support out there, both for webcomics and PDF readers outside of Windows?

And that's just one gripe. As a game-developer, how do you handle both widescreen, and tallscreen? Do you always lock their FOV to the vertical and short-change tall-screen (1280x1024) users? Or the horizontal and short-change wide-screen users? Or do you automatically give them the FOV that'll guarantee that non-4:3 users get an advantage over 4:3 users? And how do you include support for Triple-Head gaming, something a lot more gamers are playing with again? Now... combine Triple-Head with wide-screen or tall-screen gaming! Feel your head exploding yet? =^.^=

So, beyond the griping so there's something to discuss, how would you think it best to handle three-screen gaming? We'll assume all three screens match at least, but this re-inforces the whole 'field of view' problem.

Do you slice off the top and bottom so the middle screen can keep a 90-degree field-of-view if they're using widescreen monitors?

Do you end up providing a 318-degree or 330-degree instead of a 270-degree view?

If you supported >90 degree field-of-view before (TF2 supports up to 110 IIRC), do you cap it for triple-head view or allow them to see 363 degrees around themselves? Yes, more than a full circle.

The 'industry standard' right now appears to be 'calculate the vertical FOV from the given horizontal FOV as if the screen was a 4:3 monitor, then use that across the rendering area' which is relatively simple, but runs into the above issues when you hit triple-head-land, and admitedly short-changes the 1280x1024 users. There's just no 'good' answer, sadly, I'm afraid. :-/2 commentsLeave a comment
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