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Feedback request: Triple screen support

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

  1. Tran

    Tran
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    Is it just me or does triple screen appear completely broken in 0.25? I like the new features with the FOV per screen, but if my side monitor FOVs aren't 0, I can't see anything. The whole screen is grey.

    Keep up the good work though, I love Beam NG in triple screen.
     
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  2. Car_Killer

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    Make sure to setup fov and borders correctly :)
    upload_2022-6-15_13-41-12.png
     
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  3. Tran

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    Thanks but with any settings in there I can't get the screen to display anything usable, all 3 screens are completely artefacted.

    Has anyone got this to work in 0.25? Running RTX3080 with 511.79.
     
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  4. jurrian

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    works pretty good for me now, but there is still some problems with it. I'll try to describe them as best as possible for the moderators.
    1. the nodegrabber doesn't work in multi monitor rendering (pressing crtl doesn't show any nodes)
    2. somehow the screen flows fine from the middle monitor to the left or right monitor in the middle of the screen, but at the top and down there is still a 'jump'
    3. when switching to the 3rd person camera it zooms very close up in on the car. I don't see a way to edit it. also the zoom button doesn't work anymore when the camera is inside the car.
    4. the UI is not supported yet on triple screen, so it is very wide with enormous pictograms.

    but, overall, it works pretty good.
     
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  5. JZStudios

    JZStudios
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    The borders are in FOV? How are we supposed to measure that? Everything else just uses a millimeter value.
     
  6. Tran

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    Hey, good to hear this works for you. Are you using DX11 and which GPU (And driver)? Thanks.
     
  7. jurrian

    jurrian
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    asus strixx rx vega 64 oc with adrenalin 22.5.2 (which dx, no idea)
     
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  8. Tran

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    Thank you, I've worked it out. It didn't work with lighting set to lowest quality.
     
  9. JZStudios

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    Alright, after having tried it... I don't want to be mean, but I don't understand how this functionality seems so hard to grasp. Given what's available in the options menu, there's simply no way to get it properly set up. There's only 4 options, all in FOV, so I'm just going to run through why this doesn't work.
    1. Is it vFOV or hFOV?
    2. There's no reason to have each screen be it's own FOV value. You can safely assume that people running triple screens have 3 of the same monitor, or at least the same size monitors. The only way this would be helpful is if they have at least 1 differently sized monitor (Which has it's own problems this implementation can't fix) or the monitors are at random angles, which... no one does.
    • If the monitors are a different size, there's no way to actually tell the game what size it is, nor is there a way to vertically adjust the virtual camera to match the users monitors.
    • If the monitors are at random angles, there's basically no way to measure the FOV of the side monitors.
    1. How are we expected to measure the FOV of the monitor borders? (Again, vFOV or hFOV?)
    2. How do I enter in the angle of my monitors? You had this before, though it didn't seem to work correctly. This alone means it can't be set up properly.
    3. Typically when people set up triple screens, they're looking for a realistic FOV. Everything else sets this by using a distance to screen.
    Aside from the functionality, the tool tip has a typo, and why would I set the FOV to zero to disable left/right monitors instead of just disabling the multi-monitor render?

    Once more for posterity, everything else does this by asking the user for easily measured things they already know how to do.
    1. Screen size. Either measured in the diagonal and interpolated by an aspect ratio, or just basic width and height in mm.
    2. Screen angle. Just the angle in degrees from the center to the side monitor.
    3. Bezel width in mm
    4. Distance to screen
    I mean, maybe I'm missing something. How am I expected to set this up correctly when I can't input any valid information like everything else does? Is it all completely incorrectly labelled?
     
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  10. Car_Killer

    Car_Killer
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    It's hfov.

    It's like that so you can use only the left or right monitor if you don't need a triple screen setup.
     
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  11. Gobi Masala

    Gobi Masala
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    Please add this back. The new one doesnt work at all and it doesnt really make any sense to have 3 seperate fov adjusters if we cant adjust the monitor angle, distance to eye, monitor width, bezel width etc which all the other driving games with triple monitor support have. Also my center monitor resolution is squashed while the side monitors are stretched after 0.25 its nauseous.
    --- Post updated ---
    Just a suggestion but i think a setting menu like assetto corsa and competizione for triple screen setup would be nice as its easy to understand and use and has all the minor adjustments to have the monitors lined up perfectly.
     

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  12. JZStudios

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    Okay... I guess. That's an incredibly limited use case, even moreso than triples. The only other game I know that does that is Burnout Paradise for some reason. But that was just an option to enable left or right screen. Could maybe just bring the diagram back and have tick boxes.

    Either way, it still leaves this implementation broken.
     
  13. Gobi Masala

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    The old settings could have done that as well so i dont know why they decided to change it. There was an option to disable the left and right monitors seperately before.
     
  14. Tran

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    I guess the way the calculator is set up assumes that everyone has their side screens at an angle that means the driver is at the centroid of all 3 screens. This is the case for me and it works great.

    The FOV of the bezels is simple enough to setup, but a tool such as the one in the Nvidia control panel for bezel compensation with surround would be helpful.

    Only bit now I want for triple screen is proper Vulkan support so I can actually maintain 120+fps. Does anyone know if the 5800X3D does better than the 5900X in this regard?
     
  15. Gobi Masala

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    But the game doesnt know how wide your monitor and bezels are and what angle your monitor is cause the fov has no affect on that so it squashes your resolution and things wont be lined up properly which is exactly whats happened to mine. Its so bad its unplayable. It was perfectly fine before the update.
     
  16. Gobi Masala

    Gobi Masala
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    When will there be a fix for the triple monitor support?
     
  17. Tran

    Tran
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    Are you playing on non 16:9 monitors? As long as a screen is 16:9, it doesn't matter whether it is small and close or large and far away, FOV is FOV.
     
  18. Gobi Masala

    Gobi Masala
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    Yea im playing on 16:9 but the resolution is all messed up after the update. The resolution is squashed horizontally and it doesnt line up properly cause you cant set the monitor and bezel width and the monitor angle anymore after 0.25. The game still runs but it gives me nausea.
     
  19. Gobi Masala

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    Also the game is meant to calculate your fov based on your center monitor distance to eyes and the side monitor angle to get an accurate fov like all the other driving games with triple monitor support. You cant just choose an fov because it would be innaccurate and also cause the monitors to misalign and side monitor angles to be wrong. Also the bezel width and monitor width helps the game align the monitors correctly. The beamng devs got it all wrong by only allowing fov changes because thats not how triple monitor works.
     
  20. Gobi Masala

    Gobi Masala
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    Pleeeeeeaaaaassseee fix the triple monitor support
     
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