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!
Post
Sat Nov 24, 2012 11:27 pm
#2
Anyway, I will try it as soon as I get a multi-monitor setup!
BTW - That sounds so epic...!! Good idea
Re: 5760x1080?
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.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!
Anyway, I will try it as soon as I get a multi-monitor setup!
BTW - That sounds so epic...!! Good idea
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Sun Nov 25, 2012 8:33 am
#3
Re: 5760x1080?
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).
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).
Post
Sun Nov 25, 2012 10:02 am
#4
Re: 5760x1080?
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'.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.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!
Anyway, I will try it as soon as I get a multi-monitor setup!
BTW - That sounds so epic...!! Good idea
Post
Sun Nov 25, 2012 11:42 am
#5
Re: 5760x1080?
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.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).
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Sun Nov 25, 2012 2:13 pm
#6
Re: 5760x1080?
That would be awesome regardless of how many monitors one has.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.
Post
Sun Nov 25, 2012 2:45 pm
#7
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?
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)
Post
Thu Nov 29, 2012 8:58 am
#8
Re: 5760x1080?
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.
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.
Post
Thu Nov 29, 2012 9:07 am
#9
Re: 5760x1080?
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.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.
Post
Thu Nov 29, 2012 12:34 pm
#10
Re: 5760x1080?
Sure, it's possible, I'll add it to todo list.
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Thu Nov 29, 2012 5:53 pm
#11
Re: 5760x1080?
Most excellentJoshParnell wrote:Sure, it's possible, I'll add it to todo list.
Post
Thu Dec 06, 2012 6:40 pm
#12
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: 5760x1080?
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.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
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Thu Dec 06, 2012 10:38 pm
#13
Re: 5760x1080?
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.
I know that at 2560x1440, smaller text designed with 1080p rez in mind can often be nigh-unreadable.
- The Snark Knight
"Look upward, and share the wonders I've seen."
"Look upward, and share the wonders I've seen."
Post
Fri Dec 07, 2012 4:54 am
#14
Re: 5760x1080?
@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
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
Post
Fri Dec 07, 2012 9:12 am
#15
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
Re: 5760x1080?
Hey James,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
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
- The Snark Knight
"Look upward, and share the wonders I've seen."
"Look upward, and share the wonders I've seen."