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Thread: Widescreen messed up ...

  1. #1
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    Widescreen messed up ...

    Awwwww pants 2K ...

    http://wsgfmedia.com/uploads/paddywa...ioshockFOV.jpg

    Yep ... that's right ... the FOV is the same width whatever your screen ... so widescreen users are missing the top and bottom of the view (the red bit).

    Question to the team ...
    Are you going fix this ?

  2. #2
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    Seriously guys this is weak. Developers should know better these days. When you have widescreen resolutions you need to increase the FOV to go with it. Fix this ASAP and in the meantime tell us how to adjust the FOV and what the default is (so we can calculate the correct on based on our display aspect).

  3. #3
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    what is your native resolution? if your resolution is not set up right then it just maybe the reason why your having problems.

  4. #4
    Very disappointing. Looks like i'll be getting my pre-order deposit back tomorrow.

    No widescreen = no buy.

    I find this very surprising, after reading and hearing the devs talk about it haveing properly implemented widesceen resolution and scaling support.

    Clearly these folks need to look at http://www.widescreengamingforum.com/ and it's awesome community which will quite liekly some up with a fix. Though I'm sure this woudl be easier for the developers to implement.

    Maybe they all play EA games, which is where they got their idea of "widescreen" from.

  5. #5
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    Quote Originally Posted by Alminie View Post
    what is your native resolution? if your resolution is not set up right then it just maybe the reason why your having problems.
    I'm not having a problem ... I know what I am doing ... the FOV is cut down for widescreen users.

    The picture above shows the widescreen image scaled down and overlaid onto the 4:3 image to show what is missing.

  6. #6
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    Quote Originally Posted by Paddywak View Post
    I'm not having a problem ... I know what I am doing ... the FOV is cut down for widescreen users.

    The picture above shows the widescreen image scaled down and overlaid onto the 4:3 image to show what is missing.
    so how did you get the 2 images? off the same monitor?? or did you switch between monitors, for both screen shots?
    did you uses a CRT? and a Widescreen monitor or something?

  7. #7
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    I have three computers and 7 different monitors.

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    Oh ... and you can run a 4:3 res on most widescreens.

  9. #9
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    Quote Originally Posted by Paddywak View Post
    I have three computers and 7 different monitors.
    so how did you line up the screenshot the way you did?
    there is no way to get it perfect like that inless you, changed monitors on the same PC :P

  10. #10
    So doesn anyone know if the X360 version does this as well?

  11. #11
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    Exclamation

    On widescreen resolutions you *should* get exactly the same amount of environment shown VERTICALLY (up to the ceiling and down to the floor as in the pink tinted picture) but then have 'extra' environment/gfx showing either side. It seems someone chose the easy route and just zoomed in and cropped which means widescreeners loose out because they get the same width and LOOSE vertical FOV which means you are gonna have to look around more to see the same detail/environment.

    How is it on the 360 widescreen? If anyone can line em up and compare a similar scene. I will assume it's also cropped?

  12. #12
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    You could change the FOV manually in Default.ini.

  13. #13
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    And from the screenshot it also appears widescreen is missing out on the arm detail (the sleeve) and just gets the hand coming in... that can't be right cos the 'action' would be at the very base of the screen - not nice.

    if you look at a 360 screen shot of the guy holding the wrench, see if you can see his sleeve or just his hand, may tell you (unless they adjusted it up to counter it)

  14. #14
    Alminie: this is not a false positive or anything - the method is sound.

    it does chop off the top and bottom.
    it's NOT real widescreen.

    a-la Battlefield 2 / 2142. But at least EA had a half-assed reason. They consider it as a cheat, having the increased viewing angle. Bu there's no reason to do it in a single-player game.

    ok i think i've ☺☺☺☺☺ed enough, i'll take a rest.

    c'mon 2k..... please fix this bastard.

  15. #15
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    2KKKkkkkKKKK!

    2K, first time post. Congrats on your success so far with BioShock, well done.

    I registered to express my dissappointement with your lack of true Widescreen support.

    It's 2007 for crying out loud, not 1998. Although this is not going to kill this fantastic game, it will significantly reduce the experience by reducing the field of view for those who are widescreen enthusiasts and players who like to be totally engrossed in the game through surround gaming and wider screens which try to imitate the human feild of view. Some people who try to get the best cutting edge experience out of such a good game have a right to share thier distaste at this what I think is laziness.

    This is quite dissapointing and I would like to say weak on the developers behalf. It can't be that hard to support TRUE widescreen.

    2K, please address this issue, or at least instruct someone to be able to create a fix.

    But still a great game well done.

  16. #16
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    Quote Originally Posted by jfodder View Post
    Alminie: this is not a false positive or anything - the method is sound.

    it does chop off the top and bottom.
    it's NOT real widescreen.

    a-la Battlefield 2 / 2142. But at least EA had a half-assed reason. They consider it as a cheat, having the increased viewing angle. Bu there's no reason to do it in a single-player game.

    ok i think i've ☺☺☺☺☺ed enough, i'll take a rest.

    c'mon 2k..... please fix this bastard.
    I know what your talking about, but I think I'll wait to get the demo up and running before I jump to this conclusion. also it maybe limited to the demo,
    and the full game maybe fine.

  17. #17
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    Quote Originally Posted by Alminie View Post
    so how did you get the 2 images? off the same monitor?? or did you switch between monitors, for both screen shots?
    did you uses a CRT? and a Widescreen monitor or something?
    Alminie: Paddywak knows what he's talking about. He's a senior moderator over at the WSGF.

    This is a problem any user of widescreen displays who plays older is familiar with. When you change the aspect ratio of the display, the FOV (field of view) has to change with it. If you don't change the FOV used for a 4:3 aspect with a widescreen aspect then the top and bottom of the image are going to get cut off.

    Bioshock isn't changing the FOV appropriately for the display's aspect ration, it's always using the same FOV.

    It's something we deal with in old games because they weren't designed with widescreens in mind. However, to see it in a new game, especially one developed for widescreen displays via the 360, is inexcusable. While the FOV is set correctly for widescreens with the 360 version, it's not for the PC version.

  18. #18
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    Quote Originally Posted by Freddo View Post
    You could change the FOV manually in Default.ini.
    You could if it had a FOV value to change in there ...
    With Unreal engine games the FOV has always been in the user.ini ... it is not in the user.ini for this game.

    Quote Originally Posted by Alminie View Post
    so how did you line up the screenshot the way you did?
    there is no way to get it perfect like that inless you, changed monitors on the same PC :P
    Think about it ... I'm sure you can work it out ...

  19. #19
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    So it's defo ok on the 360?

    Wow... this is gonna need a patch asap.

    And for anyone wondering what the fuss is, pretend that widescreen users are getting a "normal" display and non widescreen users are effectively getting "Tall Screen" which completely negates the point of having widescreen (other than the benfits of some small FOV peripheral vision to soak up). It would be like looking through the slot of a knight's helmet.

    As for fixing it - in direct X (coding) you just specify your FOV/Ratio in your projection matrices while setting up and it's extremely easy to do (I do it stuff i've coded) it's basically "flick a switch" to technically get the 16:10 aspect when you are writing the code (if everything else is set up flexible). However maybe the devs chose not to for some other technical reason or maybe it was just an oversight (I doubt it).

    Fingers crossed for official word on this soon.

  20. #20
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    Well I have a TripleHead2Go, I'm now worried I won't be able to run it in 3840x1024 at all.

  21. #21
    I've just looked at the 360 demo, you can not see the sleeve when holding wrench.

  22. #22
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    I hope that gets fixed soon.

    It may be, that the developers did it this way, because of the ingame-cutscenes. But they could change the FOV every time a cut-scene starts (when the black bars appear) and have correct FOV for the rest.

  23. #23
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    Quote Originally Posted by Dragon View Post
    I've just looked at the 360 demo, you can not see the sleeve when holding wrench.
    I can confirm. FOV is not calculated correctly even on Xbox 360 version.

  24. #24
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    Well that's pretty bad, and I feel sorry for all the widescreeners out there, but I have a question - does this field of view problem mean that at 1280 x 1024 (19" LCD 5:4 ratio) I will in fact get a 'taller' screen? Or will my aspect ratio simply be screwed?

    PS I assume Paddywak had both monitors running on one pc at the same time, which is why the screenshots match perfectly?

  25. #25
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    Quote Originally Posted by greylantern View Post
    So it's defo ok on the 360?
    From the screenshots it appears to be correct. You see the same amount of hand visible on widescreen 360 screenshots as you do in PC 4:3 screenshots. As the 360 would have been tested first and formost on widescreen displays (HDTVs) it makes sense that they'd get it right there. Probably they tested the PC version on 4:3 displays and changed the default FOV from the Xbox version, neglecting that the FOV needs to be adjusted for non-4:3 displays.

    However maybe the devs chose not to for some other technical reason or maybe it was just an oversight (I doubt it).
    No actually it's much more likely that it's an oversight. Any 3D engine worth it's salt includes a way to set the FOV, typically via console or a config file. Pretty much every first person shooter engine since Quake has a way to do this, which is why newer games that don't have correct widescreen support built-in can be very easily changed to run with the proper FOV. Certainly the Unreal 3 engine allows the FOV to be changed - the questions is whether or not Irrational exposed that setting to the end user.

    PS. STALKER had the same problem, the devs just overlooked the fact that the FOV needed to change for widescreen displays because they developed on 4:3 displays. After the community brought it to their attention, they patched the game so that the FOV was set correctly based on the aspect ratio.

  26. #26
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    God damn, what is the point in widescreen if all we get is part of the view missing and not something extra. Come on 2K, please get this sorted, plenty of other games managed to get it right.

  27. #27
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    About FOV, basically the vertical FOV should be the same as when running 4:3 and the horizontal FOV should be 25% higher. These are two seperate settings you feed D3D when setting up the camera to render the scene. This is really basic stuff, I've written programs myself that could automatically adjust the FOV and give you a wider view on widescreen.

  28. #28
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    Quote Originally Posted by Syvere View Post
    I can confirm. FOV is not calculated correctly even on Xbox 360 version.
    Ack, I stand corrected. From screenshots it looked ok to me, but I don't have the actual game and I would presume that Irrational would have optimized the game for widescreen on the 360, but apparently not.

    Wow, that's really kind of pathetic then. Given that the relationship between FOV and aspect ratio is apparent to us, most of whom aren't programmers but just reasonably smart people, I can never understand how some developers miss this stuff.

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    Quote Originally Posted by Stevedroid View Post
    From the screenshots it appears to be correct. You see the same amount of hand visible on widescreen 360 screenshots as you do in PC 4:3 screenshots. As the 360 would have been tested first and formost on widescreen displays (HDTVs) it makes sense that they'd get it right there. Probably they tested the PC version on 4:3 displays and changed the default FOV from the Xbox version, neglecting that the FOV needs to be adjusted for non-4:3 displays.
    I'm sorry, but you're wrong. FOV is the same on xbox version as well. I just checked this as I have both my PC and xbox hooked on the same monitor. I put both demos on and compared the scene after the plane crash. BOTH VERSIONS HAVE MESSED UP FOV.

  30. #30
    Considering the 360 was the primary dev platform, isn't it maybe as likely that the 4:3 view is seeing more than originally intended? though, granted looking at the screenshot on page 1, the fact you can see the bottom of the wrench does suggest that the fov may be wrong on widescreen.. hard to know what was intended.

  31. #31
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    Sorry, for the double post but apparently one can't edit posts.

    2K Games / Irrational please fix the FOV.

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    Quote Originally Posted by Syvere View Post
    I'm sorry, but you're wrong. FOV is the same on xbox version as well. I just checked this as I have both my PC and xbox hooked on the same monitor. I put both demos on and compared the scene after the plane crash. BOTH VERSIONS HAVE MESSED UP FOV.
    Yup, I acknowledged my error, I was being a too presumptious. The screenshots I saw looked ok, but who knows from how far back in development they were; and I assumed they'd get it right for the XBox, but apparently not. I defer to anyone who actually has the XBox version.

    I would edit my post to remove my misinformation but apparently they don't allow edits here

  33. #33
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    Quote Originally Posted by Stevedroid View Post
    Ack, I stand corrected. From screenshots it looked ok to me, but I don't have the actual game and I would presume that Irrational would have optimized the game for widescreen on the 360, but apparently not.

    Wow, that's really kind of pathetic then. Given that the relationship between FOV and aspect ratio is apparent to us, most of whom aren't programmers but just reasonably smart people, I can never understand how some developers miss this stuff.

    Yup! though I am a programmer, of sorts and I dabble with Direct X and understand how easy it is to specify the aspect ratio/FOV in code. As you say they can patch it or it 'may' be exposed to the user, maybe even adding it to the .ini even if it's not there now (if you know the var needed), based on the unreal engine it should be perfectly possible to change it from the 'console' if you can get access to that (it always was do-able in unreal games as you probably know).

    As for the 360 version being zoomed/cropped... well maybe THAT was done for performance reason (if it's not showing 'extra' graphics then it's going to render faster). However, that shouldn't carry over to PCs because it's obvious the first time someone compares std to widescreen (as has happened).

    And knowing how 'easy' it is to specify 16:10/16:9 or whatever in Direct X (for 3D) is why I didn't believe it was an oversight as such... but maybe, but i'm just a lone coder who enjoys messing with DX not a massive company who's QA dept alone should have noticed this (I would, and I used to work in QA)

    Looks like I will be sticking to my CRT until they patch it.

  34. #34
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    Quote Originally Posted by Stevedroid View Post
    Yup, I acknowledged my error, I was being a too presumptious. The screenshots I saw looked ok, but who knows from how far back in development they were; and I assumed they'd get it right for the XBox, but apparently not. I defer to anyone who actually has the XBox version.

    I would edit my post to remove my misinformation but apparently they don't allow edits here
    Likewise, I was about to edit my post after seeing your post, but no edits allowed so

    I just hope they intend to fix this.

  35. #35
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    Mind you (no EDIT!!!!!!!) FOV is one thing, but aspect ratio is another and I don't think you can set it up seperately for X and Y from the console (if even available).

    I'm certain they will patch this as they've nothing to loose.

  36. #36
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    I specifically signed up on this forum to disclose my huge distaste for the improper widescreen implementation.

    2K, please fix this issue promptly.

    I will be holding off my purchase of this game until I hear a resolve to this issue.

    Thank you.

  37. #37
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    Talking

    ... yeah fix it!

    But let's not forget nor show lack of appreciation for 2k for making this game even if it does have one or two quirks at this (very) early stage.

    It's great to see devs giving the PC some lovin' and we don't want them to think we are a bunch of whiny geeks who don't appreciate a game for what it is so thanks!*




    *now fix the widescreen problem

  38. #38
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    Has anyone tried to access the console yet and changing the FOV? I think old UT used something like 'setfov 90' for example and the console key was the key next to the '1' top left of keyboard (I don't have the demo yet!).

    If you do get the console up and fov command doesn't work maybe look at the roboblitz wiki for commands that it may use (ue3) or for that matter any other ue3 game.

    If it could be set higher it would be something but not sure if that ends up a bit 'fish-eye lens' if you go too far (been a long time since I messed with it).

  39. #39
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    Quote Originally Posted by greylantern View Post
    ... yeah fix it!

    But let's not forget nor show lack of appreciation for 2k for making this game even if it does have one or two quirks at this (very) early stage.

    It's great to see devs giving the PC some lovin' and we don't want them to think we are a bunch of whiny geeks who don't appreciate a game for what it is so thanks!*


    *now fix the widescreen problem
    I 100% behind you lantern in what you said there. I think 2K have done a marvelous job, and it is quite obvious. It should be said and not left to the employees to imagine that we think they have done a good job. It deserves to be expressed. They should feel very proud of them selves for thier product and we as a community should let them know not just by buying it, but by rewarding them with comments and encouragement. This should be done as equally as we make negative suggestion and input. Sadly, it always seem one sided, and you don't see lot of praise.

    The widescreen users and surround users are enthusiasts who spend alot of money on thier hobby and are not the "loud" bunch who whinge at any conceivable issue that they would have done differently had they designed a game. It is expensive to buy a bigger screen, and it does have it's occasional issues, ala what we see here. The widescreen cummunity is mostly a mature enthusiast community and I hope that becomes obvious in this thread.

    Hopefully our rational arguments and requests are seen with reasoning and understanding. I think that is all we have to go on, not blatant forum whinging and whining which can become typical from certain parts of the online community.

    *Now fix teh damn widescreen!

  40. #40
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    Surely nowadays more people are on widescreen than standard anyway? Most new generic-box pc's you see being advertised seem to come with one, and they're essentially the same price as 4:3 screens to buy anyway.

    It's kinda pathetic not to have bothered with true widescreen support, and as this is a demo not a beta I guess we have to wait for a patch to fix (if at all). Another reason (broken sound being the first) not to buy the retail yet, I guess....

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