Alterscape Posted September 7, 2013 Posted September 7, 2013 Just got my 3 monitor setup, and neither the "single wide viewport" or the "3 viewports" settings work in a way that I'm satisfied with. I'd love to use something like a Directx9 interceptor shim to grab the calls to configure the viewing frustum and projection matrices for perspective-correct off-axis projections (given my monitor positions and freetrack eye position). Has anyone tried this before? Just want to avoid spending a ton of energy going down a blind alley if there's in-engine geometry culling or etc that would render this approach horridly broken.
GregP Posted September 7, 2013 Posted September 7, 2013 If you haven't heard of it before, SoftTH uses DX9 call interception to enable spanning of a render area across multiple monitors. Rather than using Eyefinity/Nvidia Surround to span your 3 monitors, you could instead try that, as (I think) there are some parameters in there related to counteracting distortion. Aside from that, this issue has been asked about before, and some suggestions have been offered, but I don't think anyone's found a truly perfect way to do it yet.
mue Posted September 9, 2013 Posted September 9, 2013 Just got my 3 monitor setup, and neither the "single wide viewport" or the "3 viewports" settings work in a way that I'm satisfied with. I'd love to use something like a Directx9 interceptor shim to grab the calls to configure the viewing frustum and projection matrices for perspective-correct off-axis projections (given my monitor positions and freetrack eye position). Has anyone tried this before? Just want to avoid spending a ton of energy going down a blind alley if there's in-engine geometry culling or etc that would render this approach horridly broken. I've done this for the ms flight simulator 9 before. I intercepted and altered the view/projection matrices via a proxy directx dll. Unfortunately the matrices only had an effect on the terrain and scenery. But runway lights, the sky and clouds were unaffected. But I don't know how the dcs graphic engine works. You just have to try it. I recommend first to do a simple test: alter the fov via directx intercepting and see if all of the graphics are affected.
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