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Answering this question, I took the time to take 3 screenshots and put together an example of this:
https://www.dropbox.com/s/o0t0nnlfne2b66m/130.jpg?dl=0
The top image is 2560x1080 with FOV of 60, the second is the same resolution with FOV 130, I copied and overimposed the top image and resized it so it fits the area in the second one (you can see the small HUD of the first image), as I said the FOV change is just "zoom".
The third image (sorry for cropping the bottom) is @1920x1080, with correct ratio, you can see the Quake logo displaying correctly and ROUND, and if you see the sides of it, it's covering the same area as the 2560x1080, but this time is not stretched.
WHY, why why when you end up talking about FOV, aspect ratio, framerate, refresh rate and vsync there are ALWAYS guys who don't know anything about this stuff and act like they do.
FOV and aspect ratio have NOTHING to do with each other. They are two totally independent things but obviously you would prefer a wider FOV with wider aspect ratios but that does not mean they go always together. And no, you can't say that you don't have strech on your 21:9 because simply Quake Live does not support ultrawide aspect ratio. So basically you don't even notice that you have a stretched image, that is different than not having one at all.
Post a screenshot if you want, but from what you are saying it's clear that you don't even know what you are talking about. But you are not the first and not the last.
QL's behavior changes this and limits that to 16:9 max width with horizontal FOV being raised and vertical FOV being kept the same. Going any further is a stretch. You can't compensate this with a raised FOV. It doesn't work like that. Forget all the old Q3 workaround 'knowitall' advice here - it does NOT apply to Quake Live.
in the engine renderer source it's actually quite trivial to implement proper ultrawide/surround support in tr_scene.c
And about the 'cheating' part....that is just ROTFL. So basically you wouldn't want that other players had a better pc than yours? Or a better framerate? Is that also cheating? Makes no sense really.
do you realize that the whole point of ultra-wide is to play with a wider horizontal field of view? not just take a standard viewport, crop the top and bottom, and then blow it up to a larger screen
other games can just reduce the vertical fov because those games don't have verticality. quake players want to be able to see up and down, so that approach doesn't work. instead they want wider fov
the whole problem is that once you do this, you can't just use your flatpanel monitor as a window into the world. you want a curved screen that wraps around your real-life fov otherwise the distortion/stretching will be uncomfortable
quake live does have a problem with high fov in the sense that it distorts the sides of the image more than it distorts the middle, but it's the only alternative from simply letterboxing to 16:9
http://steamcommunity.com/sharedfiles/filedetails/?id=378341151
And here's what would be the more ideal Horz+ behavior which Quake Live does not do. No FOV was adjusted here, this is new renderer code doing this
http://steamcommunity.com/sharedfiles/filedetails/?id=544391297
Note that you can see the shotgun, the shell isn't huge, and nothing is stretched nor distorted.
This reminds me of the times when I used the Logitech 930 (7.1 Surround) in CoD, they called me cheater because I turned quick and killed them because I heard them coming from the back.
So, yeah, I cheat with a 21:9 ratio, surround headphones, a gaming mouse paired with a PS3 Navigation controller instead of keyboard. So, cheating this way is fun.
Back to the topic, I'm trying to find a solution, if I do, I'll post it here. I hope you found my screenshots informative enough.
Don't drink and post people.
0 = 4/3, 1 = 16/9, and so on, I assume?