I guess these posts will disappear soon anyway... in the age old tradition of 2K's deletion happy mods.
I guess these posts will disappear soon anyway... in the age old tradition of 2K's deletion happy mods.
Damn, again with widescreen i have to check it out last time i couldn't play bioshock until it was fixed, i hope this is not zoomed in to much and gives you a headache while playing. If it is i will have to wait until they fix it :'(
It's a very simple mathematical formula to calculate the correct FOV based on the aspect ratio. IT's around 2/3 lines of code at it's core (before you dress it up in handling/user interface options) and the 2D elements/gui squishing is a seperate issue.
Do not excuse any developer who does it wrong, just because some other games did it wrong it doesn't make it right. They are ALL wrong, as YOU would know fully if you ever tried to play them on a widescreen, or god forbid a triple head surround screen set up. It's so easy and so fluid when set up right to adapt itself to ANY screen situation, it's actually easier to do it right than to do what 2K did.
There's another .ini in programfiles\2kgames\bioshock\sp\builds\binaries named defuser.ini that seems to control the fov it only seems to help the hor though and nothing about vert.
edit: I thought that this was working but it just seems that the fov increases the higher the resolution so editing the fov doesn't do anything, now I'm really confused.
Last edited by gs01; 02-09-2010 at 08:08 AM.
The game's FOV is 75, that is true, and there is more information (which I think most of you have read) on the Cult of Rapture. I'm working on clarifications that you have requested.
I pre-ordered this game based on a few reassurances from 2k, the main one being about true widescreen support. I had to wait to play Bioshock due to the widescreen issue, and I would have waited to buy Bioshock 2 had I known the widescreen would be treated this poorly once again. With Bioshock 1, I didn't purchase until it was a bargain title ($20), as that was when 2k finally got around to taking care of the widescreen issue. I dropped $50 on Bioshock 2 and can't play - am I going to be waiting another year (give or take) before I can comfortably play?
If this isn't resolved by the end of the week, I'll have to talk with Steam about a refund.
Last edited by cipher86; 02-09-2010 at 08:07 AM.
For me, not only does it clip the top and bottom of the screen, but also a small portion of the right hand edge as well. Check these pics out.
I used the tile floor in this area as a reference point.
Normal - http://img59.imageshack.us/img59/1960/bs2normal.jpg
Wide - http://img94.imageshack.us/img94/4180/bs2wide.jpg
How could this possibly happen yet again? This screams port job at least in that aspect. Do you not remember all the rage that happened before? Get a fix out asap ffs.
Just so I understand the scope of this issue, does it effect every version of the game? (PC, 360, PS3)
I was browsing through some screenshots in various sources and it indeed DOES look like its an issue for everyone regardless of the platform.
I am running the PC version meself.
I am compiling a complete list with a nifty screenshot for you, but in short: Yes, there's a problem, yes, a fix is on the way, yes the view will expand horizontally for you widescreen gamers.
I wanted to let you know as soon as I could - so stay tuned for the details.
I just got the game and using 19x12...you can't even see the helmet edges and it looks like your praying all the time....
Playing at lower res now...but jaggies are pretty bad sometimes..19x12 they were alot better....
However, to be fair, this issue technically is present on the consoles too surely? It's just not as noticeable. Imagine 4:3 version don't exist ANYWHERE, the problem with 'too low' FOV on any widescreen is still a real problem. When playing on console it's usually not as noticable as you sit way back from the TV, unlike sitting very close to a monitor.
HOWEVER, if a PS3/Xbox owner were to hook up their console to a computer style monitor (very possible, some do) then they also would notice the 'too low' FOV. Unless you specifically set a different/higher FOV for the widescreen consoles then it should have the indentical same issue. This can be tested by any console owner simply by changing their system settings to 4:3, take a photo of the game, set back to wide take another photo and compare - you should notice that the edges of the screen show the same environment (where it should expand further on a widescreen) and the top and bottom are cropped off on the widescreen view instead of MATCHING the 4:3 view which they should.
A brilliant example of how it should be done is PC version of Half Life 2 (or any decent PC game). HL2 shows you how switching from 4:3 to 16:10/9 doesn't affect the top/bottom of the picture AT ALL - only the sides, which is as it should be as on a widescreen display it's only the sides that are 'different' other wise they would be branding them as 'short screens' (vertically) it would be like taking a 4:3 monitor and just putting a few inches of black tape over the bottom and top to block out the scene. That is exactly what your implementation of 'widescreen' is doing in bioshock 2 (and did in 1 before patching)
Actually that may be a way to get through to 4:3 users just what the problem is, it could be hard to get your head around it. Forget about what you perceive as the complaint (4:3/indifferent users) and just try this:
Fire up bioshock in 4:3 on your 4:3 monitor/TV. Looks good? yes
Now stick an inch of card (aprox) on the bottom and top edges of the screen to overlap the game screen. Notice how the bottom of your hands/drill are missing. And that you can't actually see much vertically so have to look up a lot more (then down a lot more) you lose vertical peripheral vision (if there is such a thing) and feel 'hemmed in' to a box. Visually you can breathe in 4:3 and should be able to in widescreen just like any decent game that handles it properly.
So you gain nothing width wise but lose at the top bottom. That will show you how we see it and why it's a problem. Because then it's like looking through a scope, zoomed in a little (the zoom comes from the engine 'cropping' in this manner then zooming into fill the width up to fill the widescreen - this creates a very unatural low fov that causes headaches and nausea in some. That aside, for me it totally kills immersion as I'm forever feeling like I'm playing through a letter box, peering out into a 'nice world' that I can't fully be part of. At this time it's really better to play in 4:3 and get the 'full picture', and it shouldn't be that way. It should be almost equal for all.
We've been here before though and while some console owners will indeed feel annoyed by the too closed in view and headache inducing lack of height it's mainly PC owners who need the fix as they sit close and or use 3xmonitor surround gaming etc.
Please don't let your 'FIX' simply be some abritrary 'fixed' FOV for all widescreen users. It's so SIMPLE to implement properly, someone with a ten screen wide setup could run it perfectly if you just put in the correct PROJECTION MATRIX code for the given ASPECT RATIO.
Please read the microsoft direct3D programming guide (i'm using that as an example as it's free and common and... should be already known/long filed away by any competent coder working on AAA games like this).
Read the section on aspect ratios, there is no 'tricky math' for your devs to work out, no 'design choice' no 'guesswork' you simply put the numbers in, given the true FOV in 4:3 and the code works it out for your and adjusts the camera automatically. This is normally done with a selectable option for gamers '16:10' '4:3' etc, these days it's even usually done automatically so users don't have to worry (based on the known aspect ratio of the given resolution). And the FACT is when an aspect ratio changes, the projection matrix must change.The following matrix addresses these issues, and it adjusts vertices to account for the aspect ratio of the viewport, making it a good choice for the perspective projection.
Now I know your guys probably are NOT hitting the APIs directly as you are abstracted via Unreal Engine 3 and a lot of these problems come down to that engine (strange as epic themselves used to be great on PC and knew how to handle screens properly). In UE3 I guess they abstracted a touch too far for you guys and didn't force correct handling in the engine. If you coded your own engine you would have had this stuff worked out years ago. I think if you lose anything from this (and B1) you should actually bill EPIC for their shoddy code and ask them why they didn't highlight their shoddy screen handling so that the devs using the engine could avoid all this bad will. You are not alone, many UE3 games suffered with this problem. I just thought that professional coders in a big company would think for themselves and realise it was wrong to do this with widescreen and put their hands up and do what's right for a change!
Last edited by greylantern; 02-09-2010 at 11:22 AM.
But what about a fix for us Eyefinity and Matrox users?
See http://www.widescreengamingforum.com/wiki/FAQ for how actual widescreen is supposed to behave.
Last edited by jhumper; 02-09-2010 at 11:10 AM.
It's nice that a fix is being worked on but it would be easier if the devs would just tell us how to get in to the console so we could adjust the fov for a temporary fix. I know MS takes a while to certify the patches that use GFWL and I would like to play my game now not 2 or3 weeks from now.
delete this, wrong topic
Last edited by cipher86; 02-09-2010 at 12:17 PM.
ugh. VERT- is incorrect.
also, this is a probem on the xbox 360 and PS3, because the widescreen FOV is the same FOV as the PC's widescreen FOV. I tried playing this game on the xbox 360 and it game me a headache.
we only have a widescreen option for console versions - the game will letterbox in 4:3 to maintain the proper view and ratio. is that not happening with yours?
think we hade this discussion before didn't we ?
Last edited by defqon; 02-09-2010 at 01:12 PM.
So what's the ETA on a hotfix for this? It really is a major pissoff.
I find it hard to believe that true widescreen support was there from the beginning, and every single digital and retail copy just so happened to have a totally different code.
I could be wrong and I hope I'm wrong but christ guys pull it together.
Last edited by Kyorisu; 02-09-2010 at 04:55 PM.