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3840 x 1600 monitors are coming (2.4:1 aspect ratio) - Page 4

post #31 of 53
Quote:
Originally Posted by Glenwing View Post

I don't think you understand. There is no special support to add for UHD monitors. It is a 16:9 ratio, the FOV is the same as any other 16:9 resolution, which was already extended years ago, as you just said (though most of that was just lack of proper support for extending the FOV that far horizontally; HOR+ was still in place and could be observed with 5:4 vs 4:3 monitors if you want). You think game developers will "add support" for the thing that is already the prevailing standard? Whatever "additional vertical FOV" you could add to a UHD monitor, you can just display that same image on an ultrawide monitor, but with more stuff on the sides.

"But doesn't that work the other way too?? Whatever you can fit horizontally on the ultrawide monitor, you could display that same image on a UHD monitor and extend it upwards to show more vertically!"

Well no, because as I just said in my previous post, typically games are already locked close to the maximum vertical field of view that can be achieved on a flat screen without significant distortion. There is nothing more to "add" vertically.

You are correct, the aspect ratio is the key for games that don't support more than one aspect ratio.
SCII is one game I know that displays more or less information depending on your aspect ratio.
Any game running the same aspect ratio with different resolutions would display the same image, no more no less. The images could be sharper, but you wouldn't be seeing more if using the same 16:9 aspect ratio.

Added image:

Edited by iatacs19 - 1/27/16 at 1:21pm
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post #32 of 53
Quote:
Originally Posted by wsfrazier View Post


Does the black empty space above and below get annoying when gaming 21:9 on the 4k display? Not sure if that would ruin it for me.

Would a 4k display be smart enough to center the 21:9 resolution, or would it just stretch it up?

1) This particular S/MVA has really good blacks, its as dark as the bezel

2) Its up to the monitor (if you have the monitor do it, as opposed to the Nvidia driver)
usually if the aspect ratio is the same it will scale: 4k -> 2560x1440 -> 1920x1080
3840x1620 -> 2560x1080 will have black bars top and bottom
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post #33 of 53
Quote:
Originally Posted by Glenwing View Post

I don't think you understand. There is no special support to add for UHD monitors. It is a 16:9 ratio, the FOV is the same as any other 16:9 resolution...

"FOV is the same as any other 16:9 resolution" -- that is just HORrible. Do you suggest that FOV for 1600x900 monitor should be the same as for 3840x2160?
post #34 of 53
Yes, it would be. 16:9 = 1600:900 = 3840:2160. All the same ratio. All the same FOV. The amount of pixels to make the image is the only thing that changes.
post #35 of 53
You do realize this is wrong, do you? The wikipedia article "FOV in the games" in the section right above HORrible method explains how FOV for consoles has to be lower than for PC. Same aspect ratio.

Come on, this is supposed to be cutting-edge consumer technology forum. Full of regressive "this is the way it is" opinions. Wake up, virtual reality sets are on the horizon. It would render your beloved "cinematic" aspect ratio to the dustbin of history.
post #36 of 53
Haha, still relentless.
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post #37 of 53
"Hor+ (horizontal plus) is the most common scaling method for the majority of modern video games. In games with hor+ scaling the vertical FOV is fixed, while the horizontal FOV is expandable depending on the aspect ratio of the rendering resolution; a wider aspect ratio results in a larger FOV.[8][9] Since the majority of screens used for gaming nowadays are widescreen,[10] this scaling method is usually preferred as wider aspect ratios do not suffer from reduced FOV with it. This becomes especially important in more "exotic" setups like ultra-wide monitor or triple-monitor gaming."
from the article on Wikipedia.
We are discussing Hor+ scaling method, are we not?
EDIT: The sources supporting the "fact" on Wikipedia that you are referring refer to console ports, who LOCK the fov, which is not how the settings of PC games are normally. So yes, if the game was made by lazy developers who don't adjust for different aspect ratios, the FOV would not change. Not due to the industry standard, but due to a flaw/bug/glitch/whatever in the game itself.
Edited by Net Prowler - 1/27/16 at 3:50pm
post #38 of 53
Quote:
Originally Posted by Tegiri Nenashi View Post

"FOV is the same as any other 16:9 resolution" -- that is just HORrible. Do you suggest that FOV for 1600x900 monitor should be the same as for 3840x2160?

Yes, and I explicitly stated so more than once in my other posts. You might learn something if you go and read them.

All displays with the SAME aspect ratio will display the same ingame image, REGARDLESS OF RESOLUTION. A higher resolution monitor will just render the image with finer detail. Yes, a 1600×900 display will show just as much stuff as a 3840×2160 display, it will just be rendered with much finer detail on the higher resolution display.

Any display with a wider aspect ratio will display the same vertical FOV with a wider horizontal FOV (read: more stuff will fit on the screen), REGARDLESS OF RESOLUTION. Yes, a 2560×1080 will allow you to see more than a 7680×4320 display.
Edited by Glenwing - 1/27/16 at 4:12pm
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post #39 of 53
Quote:
Originally Posted by Tegiri Nenashi View Post

"FOV is the same as any other 16:9 resolution" -- that is just HORrible. Do you suggest that FOV for 1600x900 monitor should be the same as for 3840x2160?

It makes some sense though. Pixel density will always go up or down, depending on settings. You cannot tell how big a monitor someone has from their resolution.

If anything, there'd need to be a box where you can type in 'I have an x inch monitor, and sit y away, so give me a nice preset FoV setting'

But yeah, high pixel density laptop screens, supersampling, as well as using smaller resolutions than native resolution on big monitors, all make it a smart choice to use aspect ratio to decide how much is shown, in most cases.

If you want more of the game rendered to the sides/top/bottom because you have a big screen (and sit close to it), increase the ingame FoV setting.
Edited by Tivan - 1/27/16 at 4:38pm
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post #40 of 53
Quote:
Originally Posted by Tegiri Nenashi View Post

You do realize this is wrong, do you? The wikipedia article "FOV in the games" in the section right above HORrible method explains how FOV for consoles has to be lower than for PC. Same aspect ratio.

No, console edition software doesn't "have" to have a lower FOV than the PC version. It is that way because the software developers decided to set it that way. Yes, the actual vertical FOV is adjustable (so it may not be "locked" in that sense, if the developer provides an option to adjust it), but the point is that it doesn't change with aspect ratio. Whatever value the vertical FOV is set to (as determined by the developer, and they may choose different values for different software editions) is what it will stay at no matter what resolution or size or ratio you have. Meanwhile the horizontal FOV will be determined based on the HOR+ scaling method. A wider aspect ratio display will have the same vertical FOV and a wider horizontal view, while a more square aspect ratio will still have the same vertical FOV but a shorter horizontal view, resulting in less stuff visible on the screen.
Edited by Glenwing - 1/27/16 at 4:43pm
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