G3 Posted August 28, 2008 Posted August 28, 2008 (edited) today i experimented with some different monitor setups. 1. the first was 2x 19" widescreens spanned vertically. setting the desktop resolution to 1440x1800 (1800 = 2x 900) with an aspect ratio of 0.8 with full screen = 0 this worked very well, allowing for the viewing of the canopy and hud in the top screen and the tews and vsd up top on the lower screen. with the view zoomed in so the vsd and tews were at the top outer edges of the lower screen, and the canopy compass and launch lights just visible up top of the upper screen. the split between the screens was not a big problem as the outside view is mainly in the top screen, it definitley worked well for looking up and to the side while cornering. all the while being able to keep an easy eye on the essential instruments, which is what you miss out on with the th2go. 2. the second option i tried was 1x 19" widescreen rotated 90' now in the vertical position. (900 x 1440) as i had found previously if you use the correct resolution and aspect ratio there appears a half inch banded line up the top of corrupt textures for want of a better term. for vertically longer aspect ratios it seems this wierd half inch line appears whenever attempting to go under an aspect of less than 0.75 this can be resolved by sacrificing a little bit of real estate top and bottom. so on the now vertical monitor, originally 900x1400, i reduced the vertical resolution to 900x1200 and an aspect of 0.75 and fullscreen = 0, i achieved a similar view as described above but without the screen bezel split in the middle. i found both of the above configurations to be excellent for keeping an eye on your instruments, vsd and tews while still being able to look at the hud and your enemies, all without panning around or using the trackir, yet :) just remember, the default aspect for a typical widescreen monitor is 1.6, rotated 90' it becomes 0.625, this is when you get the banding across the top and the whole reason why i sacrificed some of the vertical pixels and settled for 900x1200 and an aspect of 3/4 or 0.75 and don't forget to set fullscreen = 0, i think it fails to run the game if you do not, that's it. would be great if any owners of widescreens would try this vertical rotated screen idea and share your thoughts, and maybe some screenshots if so inclined. i think it has some potential, see what you think. edit: now Kuky suggests 3x widescreens rotated 90' vertically, basically a longer version of th2go using SoftTH love your way of thinking :) Edited August 29, 2008 by G3
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