![]() |
|
#11
|
|||
|
|||
|
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
|
||||
|
||||
|
You could change the FOV manually in Default.ini.
|
|
#13
|
|||
|
|||
|
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
|
|||
|
|||
|
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
|
|||
|
|||
|
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
|
||||
|
||||
|
Quote:
and the full game maybe fine. |
|
#17
|
|||
|
|||
|
Quote:
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
|
||||
|
||||
|
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. Think about it ... I'm sure you can work it out ... |
|
#19
|
|||
|
|||
|
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
|
|||
|
|||
|
Well I have a TripleHead2Go, I'm now worried I won't be able to run it in 3840x1024 at all.
![]() |
![]() |
| Thread Tools | |
| Display Modes | |
|
|