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Feedback request: Triple screen support

Discussion in 'Microblogs' started by tdev, Aug 12, 2020.

  1. tdev

    tdev
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    We wanted to add triple screen support into the game for a long time. Now it's working technically, but we don't know what kind of features the community would like to see. These things get really technical, so we wonder. This is what it looks like atm: http://media-cdn.beamng.com/HSZso21A25uz9Yv4

    We were thinking of having the bezel being calculated out and specifying the eye distance to the screen for example.

    Please elaborate if you're interested in the topic :)
     
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  2. aljowen

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    Is this via nvidia-surround/Eyefinity? Or is it using 3 render windows?
     
  3. tdev

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    3 renderd images in one big window
     
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  4. KrukasKlep

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    its basically for beamng to be able to work nicer and be supported on those 3 monitor sim racing rigs
     
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  5. Taza

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    Will this work with mismatched resolutions? e.g. 1680x1050, 1860x1050 and 1680x1050
     
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  6. aljowen

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    For "true" fullscreen, since its 1 big window, I would guess only if your GPU's multi-monitor feature supports mixed resolutions. Generally my experience with that is that it is patchy at best, typically running all 3 screens at the resolution of the lowest res screen.
    Maybe it can be done with windowed fullscreen or in a window? I don't have experience with that.

    If you are running DX9 you may be able to use http://www.softth.net/ since it supports mixed resolutions.
     
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  7. tdev

    tdev
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    yep :)
     
  8. tdev

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    This is not supported yet, as it will be one windows-window still. Multiple windows are planned for the future though :)
     
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  9. mtslittow

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    Support for monitors with different refresh rates. Shouldn't multiple windows enable this as well?
     
  10. SmokingTiresGaming

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    This is also going to be useful for those using 32:9 or similar monitors as it hopefully should remove stretching of the image on the sides!

    Also proper curved monitor support would be awesome as curved monitors are getting more and more common. But it would probably be hard to implement.
     
  11. P_enta

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    Yeah having ultra wide support would be realy nice if you dont want to have multiple monitors (idk if its already implemented)
     
  12. 25ccSupercharged

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    Perhaps have either adjustable bezel widths for each screen (so the effect would be more like looking out from a (real) window rather than literally having a game-window stretched across all screens (done that :p)) and/or depending on feasibility, allow free placement (dragging) of the screens in that setup editor (to account not just for bezels but for gaps and different distances as well (to be able to set up monitors for side windows, say))?

    Cool that this is being worked on, in any case!
     
    #12 25ccSupercharged, Aug 13, 2020
    Last edited: Aug 16, 2020
  13. Sithhy™

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  14. FS16

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    it would be great if you could make the monitor angle independently adjustable for each monitor
     
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  15. rottenfitzy

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    Since it looks to be an angle-adjustable system, could it be scaled to two or four monitors? Dual-Monitor support that works like this would be great.

    Also, is there any auto FOV adjustment that pairs with this? Thanks!
     
  16. 2ndlastjedi

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    This is awesome !!!!!!!!!

    I'm so super happy to see this is happening :)

    If you look at how AMS 2 (pC2) , AC, ACC, rF2 do it and copy what they are doing you cant go wrong ;) They all achieve the same thing but some like AMS 2 (pC2) add height also in vertical offset, rF2 and ACC/AC let you adjust in game , ACC you need to pause the game and select a view option , AC and rF2 have a tool that you can open and live adjust it .

    I can leave my AMS 2 triplescreensettings.xml if you like to see what Reiza are doing . This is my settings for AMS 2 and pC2 .

    As you can see each monitor has width,height,bezel left,right,angles, distance to eyes, vertical offset and resolution and it works perfectly.

    The only problem with AMS 2 technique is you need to do this from the start menu so its back and forth to the track to menu and also requires a restart where as i said rF2 and AC and fully live and you can fine tune very easily .
     

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    #16 2ndlastjedi, Aug 15, 2020
    Last edited: Aug 15, 2020
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  17. JZStudios

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    Assetto Corsa has a pretty decent built in tool that works fine. I'd recommend checking out how theirs works.

    Calculating out the bezel is done at least in NV Surround by oversizing the image, though AC I think just moves the left and right cameras a little further left and right based on physical measurements you provide. If you can just input your screen size, monitor angles, bezel thickness, and distance to screen you get a mathematically correct FOV. And when you have triple screens, a mathematically correct FOV is much more usable and natural than it would be on single screen.

    There was also the Nvidia Multi-projection that seemed pretty cool, and then absolutely no one used it. That might be worth looking into as well.
     
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  18. JZStudios

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    I suppose as an addendum, maybe adding in support for a super ultrawide would be good as well. I figure they technically have less support than triple screen since they're basically brand new. I don't know what the requirements are for the Nvidia multi-projection i.e. it may not work on my 960, so it might be nice if that was included with a legacy option since it's not unbearable to play in triples with my 960. Depending on the map and amount of vehicles.
     
  19. NaxNir

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    Could whatever changes were made to make this possible, make it easier to implement VR?
     
  20. JZStudios

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    Only in terms of multi-camera rendering. Which I'm pretty sure there's already hacks for a whole bunch of non-vr games, including Drive. Otherwise VR requires a lot of other work and considerations. All triple screen rendering does is position extra cameras. Nothing else really has to be reworked or remade.
     
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