Triple Screens
- paokkerkir
- PPM
- Posts: 231
- Joined: April 10th, 2020, 10:35 pm
- Location: Corfu, Greece
Re: Triple Screens
Looking forward to it, it is definitely way better, i just want to know the values to finetune the angle.
Re: Triple Screens
@paokkerkir
I can't give you a good explanation as some of it just doesn't make sense, but it works.
I decided to just do the 2 missing angles instead, 33.75 & 11.25 degrees and add to download.
But, applying what i did for 22.5 didn't work for 33.75, so lots of hours messing about finally got it to work.
I've since given up on 11.25, the left image won't connect to center.... but, no one will have triples all lined up so won't need 11.25 degrees anyway! (hopefully). I've updated the original post with V2 (33.75 & 22.5).
viewtopic.php?p=20195#p20195
Here's quick idea of what's involved (you'll know a lot of this so don't be offended).
horizontal_fov_relative_offset: +/- 0.0 (Straight) 0.25 (11.25) 0.5 (22.5) 0.75 (33.75) 1.0 (45 standard) 2.0 (90).
When you pick your angle it then breaks the connection between side images and center.
Use frustrum to move side images to reconnect to center. But, you can't just move them, you have to decrease their size first. The smaller they are the more movement you have (between 0.0 & 1.0 height & width).
Decreasing frustum means zooming in on the image so you have to then increase it's FOV to bring it back to match center image.
If you do this for a single monitor image:
frustum_subrect_x: 0.250000
frustum_subrect_y: 0.250000
frustum_subrect_width: 0.500000
frustum_subrect_height: 0.500000
You get a zoomed in image of the center of the image, 0.5 wide & 0.5 high but full screen.
The game FOV may be 50, if you then increase the slider to 100 you'll zoom out the image and be back at a full single image.
In my reduced file (22.5), i do that sort of thing but the FOV isn't double to make it right. It's center+30... crazy.
Center 60 and side 90 works so you think it's center x 1.5, that'll work for all FOV values, but no, again center+30 only works for all FOV's.
Perhaps there's actually a really easy way to do this but scs don't care to share that info, if you're a sound modded, they can't help enough...
You should just be able to change horizontal_fov_relative_offset and the game engine keeps the images connected without all this madness.
I can't give you a good explanation as some of it just doesn't make sense, but it works.
I decided to just do the 2 missing angles instead, 33.75 & 11.25 degrees and add to download.
But, applying what i did for 22.5 didn't work for 33.75, so lots of hours messing about finally got it to work.
I've since given up on 11.25, the left image won't connect to center.... but, no one will have triples all lined up so won't need 11.25 degrees anyway! (hopefully). I've updated the original post with V2 (33.75 & 22.5).
viewtopic.php?p=20195#p20195
Here's quick idea of what's involved (you'll know a lot of this so don't be offended).
horizontal_fov_relative_offset: +/- 0.0 (Straight) 0.25 (11.25) 0.5 (22.5) 0.75 (33.75) 1.0 (45 standard) 2.0 (90).
When you pick your angle it then breaks the connection between side images and center.
Use frustrum to move side images to reconnect to center. But, you can't just move them, you have to decrease their size first. The smaller they are the more movement you have (between 0.0 & 1.0 height & width).
Decreasing frustum means zooming in on the image so you have to then increase it's FOV to bring it back to match center image.
If you do this for a single monitor image:
frustum_subrect_x: 0.250000
frustum_subrect_y: 0.250000
frustum_subrect_width: 0.500000
frustum_subrect_height: 0.500000
You get a zoomed in image of the center of the image, 0.5 wide & 0.5 high but full screen.
The game FOV may be 50, if you then increase the slider to 100 you'll zoom out the image and be back at a full single image.
In my reduced file (22.5), i do that sort of thing but the FOV isn't double to make it right. It's center+30... crazy.
Center 60 and side 90 works so you think it's center x 1.5, that'll work for all FOV values, but no, again center+30 only works for all FOV's.
Perhaps there's actually a really easy way to do this but scs don't care to share that info, if you're a sound modded, they can't help enough...
You should just be able to change horizontal_fov_relative_offset and the game engine keeps the images connected without all this madness.
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
- paokkerkir
- PPM
- Posts: 231
- Joined: April 10th, 2020, 10:35 pm
- Location: Corfu, Greece
Re: Triple Screens
Thank you for the thorough explanation @JHtrucker.
The 33.75 setting is almost spot on for me.
You should really post this as a separate topic in SCS forums, as many many people have trouble with the angles.
It is amazing that you have found a solution to this.
Respect.
The 33.75 setting is almost spot on for me.
You should really post this as a separate topic in SCS forums, as many many people have trouble with the angles.
It is amazing that you have found a solution to this.
Respect.
Re: Triple Screens
@paokkerkir - My 10+ year old setup 3x1280x1024 (3840x1024) always looked awful with standard scs file with such large angles. Looking left/right at junctions etc (trackir) just made me feel sick. So always just used it as an ultra wide single. But my 22.5 file is just perfect for me, i had the side monitors turned in about that angle anyway, just to make it like a curved screen.
Glad you're happy with it.
Glad you're happy with it.
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
- paokkerkir
- PPM
- Posts: 231
- Joined: April 10th, 2020, 10:35 pm
- Location: Corfu, Greece
Re: Triple Screens
Yeah you had that option with 3 5:4 aspect ratio screens. But with my resolution (5760x1080) this was not an option; I had fisheye effect on sides.
What you have managed to do is fantastic.
Shame on SCS for not having this as an option, it's a driving sim, and it's a market that many players have triples.
What you have managed to do is fantastic.
Shame on SCS for not having this as an option, it's a driving sim, and it's a market that many players have triples.
Re: Triple Screens
@paokkerkir - Thanks for advert on scs forum! I'm not a member, this is the only forum i've every contributed to.
The guy who asked about curved screens should try the 22.5 file, at least to test it. May need to be shallower angle for wide singles? Might try again someday...
The guy who asked about curved screens should try the 22.5 file, at least to test it. May need to be shallower angle for wide singles? Might try again someday...
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
- paokkerkir
- PPM
- Posts: 231
- Joined: April 10th, 2020, 10:35 pm
- Location: Corfu, Greece
Re: Triple Screens
Probably for a single screen the 11.25 would be ideal. I will let him know though.
Re: Triple Screens
Triple Monitor AA setup with reduced left/right monitor angles - Updated.
viewtopic.php?p=20195#p20195
Single ultra wide curved monitor AA setup - (Triple with reduced side angles).
viewtopic.php?p=20550#p20550
Important note:
Set in game F4 FOV slider to 40 to ensure full vertical
movement, even though it shouldn't affect the view it
does prevent you looking down if left on a high value!
viewtopic.php?p=20195#p20195
Single ultra wide curved monitor AA setup - (Triple with reduced side angles).
viewtopic.php?p=20550#p20550
Important note:
Set in game F4 FOV slider to 40 to ensure full vertical
movement, even though it shouldn't affect the view it
does prevent you looking down if left on a high value!
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
- paokkerkir
- PPM
- Posts: 231
- Joined: April 10th, 2020, 10:35 pm
- Location: Corfu, Greece
Re: Triple Screens
A massive thank you for this.