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5760x1080 resolution? Multi monitor set up? UI scaling?
Posted: Sat Nov 24, 2012 8:44 pm
by neepster
Ok, just a question on the technical stuff. And this might sound obnoxious, but here it goes.
I have a monster Ivy Bridge box I built earlier this year for gaming, with 3 monitors. Will Limit Theory look good/be able to handle 5760x1080? Some games wind up squashing the images and making it look bad, although most newer games have no issues with it. I hope LT will be the latter?
3 screens of LT goodness would be NICE.
Thanks!
Re: 5760x1080?
Posted: Sat Nov 24, 2012 11:27 pm
by JoshParnell
neepster wrote:Ok, just a question on the technical stuff. And this might sound obnoxious, but here it goes.
I have a monster Ivy Bridge box I built earlier this year for gaming, with 3 monitors. Will Limit Theory look good/be able to handle 5760x1080? Some games wind up squashing the images and making it look bad, although most newer games have no issues with it. I hope LT will be the latter?
3 screens of LT goodness would be NICE.
Thanks!
Hey neep, I can't imagine that there would be anything special that I would need to do to support this...the game will give you a choice of GPU-supported resolutions, then will set the internal math appropriately so as not to distort the screen.
Anyway, I will try it as soon as I get a multi-monitor setup!
BTW - That sounds so epic...!! Good idea
Re: 5760x1080?
Posted: Sun Nov 25, 2012 8:33 am
by Ixos
I do run 3 screens in 5760x1080 myself and there is actually a few "anything special" developers miss frequently.
The most annoying things is that a majority of games put your HUD (minimap, buttons, healthbar, ammo exc) out on the extreme right and left sides in your peripheral vision. While logically not really wrong, as you can imagine this means these things become mostly useless.
A few games does it right and puts the HUD either only on your center screen, or right next to the bezels (left side of right screen exc).
Re: 5760x1080?
Posted: Sun Nov 25, 2012 10:02 am
by neepster
JoshParnell wrote:neepster wrote:Ok, just a question on the technical stuff. And this might sound obnoxious, but here it goes.
I have a monster Ivy Bridge box I built earlier this year for gaming, with 3 monitors. Will Limit Theory look good/be able to handle 5760x1080? Some games wind up squashing the images and making it look bad, although most newer games have no issues with it. I hope LT will be the latter?
3 screens of LT goodness would be NICE.
Thanks!
Hey neep, I can't imagine that there would be anything special that I would need to do to support this...the game will give you a choice of GPU-supported resolutions, then will set the internal math appropriately so as not to distort the screen.
Anyway, I will try it as soon as I get a multi-monitor setup!
BTW - That sounds so epic...!! Good idea
Thanks! I think getting a couple extra monitors might be a good 'investment' for the LT Kickstarter money
Beyond the gaming goodness they dramatically increase my productivity for the few times I am actually using that computer for 'work'.
Re: 5760x1080?
Posted: Sun Nov 25, 2012 11:42 am
by JoshParnell
Ixos wrote:I do run 3 screens in 5760x1080 myself and there is actually a few "anything special" developers miss frequently.
The most annoying things is that a majority of games put your HUD (minimap, buttons, healthbar, ammo exc) out on the extreme right and left sides in your peripheral vision. While logically not really wrong, as you can imagine this means these things become mostly useless.
A few games does it right and puts the HUD either only on your center screen, or right next to the bezels (left side of right screen exc).
Interesting, had not considered that, and indeed, it's probably what I would have done. Maybe I will just make the UI customizable so that you can put it where you want.
Re: 5760x1080?
Posted: Sun Nov 25, 2012 2:13 pm
by Atarun
JoshParnell wrote:Interesting, had not considered that, and indeed, it's probably what I would have done. Maybe I will just make the UI customizable so that you can put it where you want.
That would be awesome regardless of how many monitors one has.
Re: 5760x1080?
Posted: Sun Nov 25, 2012 2:45 pm
by darkparadise
JoshParnell wrote:
Interesting, had not considered that, and indeed, it's probably what I would have done. Maybe I will just make the UI customizable so that you can put it where you want.
I like This! Most developers will try to make things as simple as possible for their Support department by dumbing down the interface & features. Instead i think the best option is to make a default setting & let the User rearrange stuff. (As long as it doesnt take too long to implement something like that obviously)
Re: 5760x1080?
Posted: Thu Nov 29, 2012 8:58 am
by Jambo
If you are considering doing moveable UI components, is scalable UI components possible too?
Personally I play lots of PC games through my TV, which is 56 inch and means that I can socialise with other 1/2 whilst playing. However many games do not have the option to increase or decrease the size of the UI elements for this type of play to be effective, forcing me to get up either move closer or squint past though ui.
Re: 5760x1080?
Posted: Thu Nov 29, 2012 9:07 am
by Bele
Jambo wrote:If you are considering doing moveable UI components, is scalable UI components possible too?
Personally I play lots of PC games through my TV, which is 56 inch and means that I can socialise with other 1/2 whilst playing. However many games do not have the option to increase or decrease the size of the UI elements for this type of play to be effective, forcing me to get up either move closer or squint past though ui.
I would assume customizable UI includes both moving and scaling it. Still a good thing to point out so that Josh doesn't miss it.
Re: 5760x1080?
Posted: Thu Nov 29, 2012 12:34 pm
by JoshParnell
Sure, it's possible, I'll add it to todo list.
Re: 5760x1080?
Posted: Thu Nov 29, 2012 5:53 pm
by Thrangar
JoshParnell wrote:Sure, it's possible, I'll add it to todo list.
Most excellent
Re: 5760x1080?
Posted: Thu Dec 06, 2012 6:40 pm
by DWMagus
JoshParnell wrote:Hey neep, I can't imagine that there would be anything special that I would need to do to support this...the game will give you a choice of GPU-supported resolutions, then will set the internal math appropriately so as not to distort the screen.
Anyway, I will try it as soon as I get a multi-monitor setup!
BTW - That sounds so epic...!! Good idea
I got a couple of spare 15" 4:3 squares that I can't do anything with and Craig's List has been unhelpful in getting them off my hands. They're yours if interested.
Re: 5760x1080?
Posted: Thu Dec 06, 2012 10:38 pm
by Just_Ice_au
Hopefully something like this customisable UI could include an option to change all in-game text to a larger font size?
I know that at 2560x1440, smaller text designed with 1080p rez in mind can often be nigh-unreadable.
Re: 5760x1080?
Posted: Fri Dec 07, 2012 4:54 am
by Jambo
@Just_Ice_au I think Josh confirmed that this would be put on his todo list earlier in this forum topic.
Bele - I would assume customizable UI includes both moving and scaling it. Still a good thing to point out so that Josh doesn't miss it.
Josh - Sure, it's possible, I'll add it to todo list.
Hope this helps
James
Re: 5760x1080?
Posted: Fri Dec 07, 2012 9:12 am
by Just_Ice_au
Jambo wrote:@Just_Ice_au I think Josh confirmed that this would be put on his todo list earlier in this forum topic.
Bele - I would assume customizable UI includes both moving and scaling it. Still a good thing to point out so that Josh doesn't miss it.
Josh - Sure, it's possible, I'll add it to todo list.
Hope this helps
James
Hey James,
When people talk about scaling UI elements, they often seem to limit the options to adjusting the size and positioning of HUD elements, and don't cover the size of in-game text that isn't part of the static HUD, i.e. Ship Tags, Popup text, etc.
I've seen this in other games quite frequently, and in non-game applications that were written for maximum resolutions that have been vastly surpassed by current graphics tech.
Just wanted to make sure the point was raised explicitly, distinct from the already confirmed scalable UI elements.
I'm particular that way