Hardware & Technical Enable Dual Monitors!

I don't know what they will ultimately end up with by have never head of a head mounted binocular setup like this that has ever offered anything more than very low resolution screens. 1024 x 768 seems to be considered high end. 1280 x 800 is barely a step above this. I think the novelty value of being able to look around your cockpit by turning your head is going to go a long way to tolerating this. Being able to get a missile lock on someone chasing you simply by turning your head will be amazing. Hopefully they can make improvements to the screens when it comes to mass market. I would love one!
 
^ In that case you really need to gen up on what the Oculus Rift is capable of. Remember all those bold promises made about 15-20 years ago about how amazing VR was?

Well the Oculus Rift delivers on those promises. Full immersion with over 110 degree view field ie you are inside the action not watching it on tiny screen. Almost zero frame update lag so when you turn your head the display turns with you not slightly after you.

Oculus Rift is going to change the way we game.

https://www.youtube.com/watch?v=uzCwczY1jTM

Also check out the youtube video's John Carmack has made talking about the tech in depth it's completely fascinating.
 

Slopey

Volunteer Moderator
Fallout 3 does work in triplehead and double triplehead - you need to enter the resolutions manually into FalloutPrefs.ini, found in user/MyDocuments/games

Off topic, but that doesn't work for me - makes the pipboy unreadable.

However, as long as Frontier are aware of it now, hopefully it won't be a problem. :)

I'm on the Oculus Kickstarter and have a dev kit coming, so will be testing it with ED for sure!
 

Slopey

Volunteer Moderator
Isn't that really distracting with the central horizontal bevel?

In an "Elite" game, if the recticle is centered, you're not going to see it with bezel compensation turned on, and if you turn it off, it's going to look silly with all the edges not lining up across the bevels?
 
Shame this wasn't a poll. YES PLEASE! This is a must. Especially for trading too. Therefore leaving the front screen to see the space whilst using the left screen to see this system's prices whilst using the right screen to check out prices of other systems!
 
@nOmArch - it's a mixture of 1703 and 1704, FP, FPV and FPT models, all second hand. Took a a fair bit tweaking due to differing screen properties (colour, contrast and view angle etc.) - matched panels would obviously be better - but they're pretty well balanced for now.



@Slopey - one word: mouseview (AKA freeveiw, mouselook etc. (or are they all two words? whatever)) - makes or breaks a 3D game for me... For all my faves though, no problem - rFactor lets you reposition the bezels between the windscreen and dash, ditto GTA IV (w/ modded in-car view), most car sims in fact, and many 3D games let you mess about with view configs if you dig about - for instance Arma2 has an adjustable floating crosshair so i can center the sights on either the lower or upper panel.

For other games - usually lazy console ports - you might have to get in there with a hex ed or CheatEngine, but if all else fails you can always fall back to triplehead mode. All flight sims tend to come with mouseview...

maybe i could hack and re-frame the panels to remove much of the bezels, but to be honest you just get used to it - it's so awesome the limitations mostly don't bother you..

Sometimes i just switch back to triplehead mode for the super-wide 12:3 FOV. It's all good though, couldn't recommend it highly enough..
 
I have 3 old 19" 1280x1024 LCDs split over 2 ATI cards. I can't recommend multiple screens enough, even just for work! I'll need to tidy it all up, though, if it's going to work for games - I just use the centre screen for games.

I'd like to see 3D monitor support, head-tracking, multiple-monitors, and ideally touch-screens too.

Some sort of API to allow you to perform some in-game stuff on a tablet would be a nice-to-have, but I don't see this as being under the same subject. Maybe something to deal with the markets (buying goods at remote systems so they're there ready to load), that didn't need ED running on your computer at the time (for online play). I don't know - just a throwaway idea. If the API is there, someone will knock out an app for it.
 
The differing refresh rates must be a pain in the **** though.
That's what i mean with playing around - took a while to realise it made sense to have the fastest ones in the centre column, since you don't notice the trails in your peripheral vision (heh, in 3D they may even enhance the impression of speed).

Needless to say if i could afford to replace 'em all with matched 120Hz models and Nvidia 3D i would..


But no; it's a consistent display, no noticeable flicker, colour imbalance or harsh contrast changes, they all sync to 60Hz at 3840x2048, and up to 75Hz at 3072x1536.

The only time it gets too much is when using TrackIR - which can cause motion sickness.. but then that's inherent to surround gaming per se - vestibular conflicts etc.. The Oculus Rift's likely to face the same issue...
 
Wouldn't you just set the refresh rate to be to the lowest refresh on the monitor (or just let the gcard/os sort it out and not worry about syncing the refresh rate.

I have 2 x 23" monitors at home and have 1 x 21.5" + 19" monitor on either side (3 x mons in total) at work.

I have never had issues with different refresh rates on the monitors although the resolution can skew thins a little at work. (Not a problem at home).
 
Plan to get a new 27” Flat screen good quality for playing games on the new rig. But it would be great to have my current 19” flat screen have sensors or ship system information just on it while the bigger main screen was my HUD.
 

Slopey

Volunteer Moderator
Sometimes i just switch back to triplehead mode for the super-wide 12:3 FOV. It's all good though, couldn't recommend it highly enough..

Preaching to the converted here mate, I can't play anything that's not running tripleheaded these days :)

(I'll make an exception for Elite/Frontier/FFE though).
 
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Noticed a few people mention Oculus Rift.

After watching a few videos from the links provided I'm left wondering how you see your keyboard when using a headset like this. :S
 
Remember touch typing?

For me, at least, the same way I game without an O-Rift which is I remember the key layout so I don't have to constantly look at the keyboard.
 
Wouldn't you just set the refresh rate to be to the lowest refresh on the monitor (or just let the gcard/os sort it out and not worry about syncing the refresh rate.

I have 2 x 23" monitors at home and have 1 x 21.5" + 19" monitor on either side (3 x mons in total) at work.

I have never had issues with different refresh rates on the monitors although the resolution can skew thins a little at work. (Not a problem at home).

All these monitors support 60Hz in all modes, and 75Hz for 1024*768, so syncing is automatic - Windows and DirectX see eg. a single unified 3840*2048*32*60 resolution.

But there's also the switching speeds of the LCD pixels themselves to consider; in my case the monitors all look identical externally, but have sightly different internals and pixel speeds.

They're all quite old designs as well though - these days what with 120Hz and 3D i'd expect trails and shadows to be less of an issue..
 
Noticed a few people mention Oculus Rift.

After watching a few videos from the links provided I'm left wondering how you see your keyboard when using a headset like this. :S

When I fly (VFR - or night) - you rarely look at the controls or switches as you know where they are in relation to your body. I fully expect the same protocol will apply with the rift.

Couple of caveats:
  1. It does requires that you sit, with your controls and whatnots, in the same position all the time; and
  2. you can distinguish some of the switches by relation to the other switches surrounding them, or by shape.

#1 is easy to achieve, while #2 might be a little harder in a non specialized environment.
 
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