Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Rendering such a large image in real time is just not a good idea and will cost lots of performance, do you actually have a multi monitor setup that would take advantage of that resolution?
Its an ultra wide monitor, but all I want to do is have it scroll through the picture.
1.22 comes from calculating 10.000 / 8192.
However, I can split the picture into two parts and put both in there right next to each other.
When I try and use the scroll for the effect it only effects one picture though.
Is there a way to scroll from left to right without using the effects option when you click a picture?
The scroll effect can't be applied to multiple images that are also larger than your screen. It can only be applied to images, the screen or parts of the screen. There is also no way I could change that since this is just an inherent limitation to proper real time rendering, like the max texture size of 8192^2 I'm afraid.
With the next update you could alternatively solve this by having separate objects for two parts of the image and using scripts to move the images yourself. But this is kind of an overkill solution for this problem.
I am not sure whether triple 4k screens are a thing, but images with a resolution below 11520x2160 fail to provide enough quality and fidelity for my setup.
Sure I know it is an edge case at present, but I believe with low-price 4k monitors become widely available recently, this limitation may restrict a part of the community. Therefore, I would strongly suggest some built-in features (such as the workaround mentioned above) to bypass/increase the threshold of this value and motivate more multiscreen-capable workshop entries.
We will look into this, of course things evolve, yeah. The issue is simply that the cost of rendering such resolutions becomes exponentially larger and only the most high end system would be able to handle this without significant increase in noise/heat while just idle on the desktop. Perhaps a solution would be to hide these high resolutions by default in the browser.
As mentioned in my original reply, a resolution like that would also just not work at all for some people, so yeah, hiding them by default is probably a way to avoid this.