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post #441 of 8943
He's lurking this thread hardcore!
post #442 of 8943
No, I just use

http://www.overclock.net/live.php
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post #443 of 8943
I was just joshin ya!
post #444 of 8943
Quote:
Originally Posted by Ishinomori View Post
Definately!

Good choice with that, are you looking into watercooling at all?

EVGA have a factory watercooled 580 3gb!

Win!
Oh yea, this next beast will be water cooled. I still have not decided on whether I want to go with EVGA's stock water cooler or just buy the card and waterblock and do it myself.
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post #445 of 8943
Thread Starter 
Quote:
Originally Posted by De-Zant View Post
^I don't know how BC2 handles FOV changed and scoping. If it affects scope too, yes, it'd be harder to see people in the distance. If it does not affect scope, the scope FOV would remain the same.

Try it out. I don't know how BC2 handles it.
BFBC2 actually treats FOV in a different manner to most games. The FOV value you're changing in the .ini file is Vertical FOV. The game (intelligently) calculates the Horizontal FOV based on VFOV and resolution/aspect ratio.

By and large, it does a good job of it, too. It only starts to get flaky around the higher FOV numbers.
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post #446 of 8943
Quote:
Originally Posted by Paradigm Shifter View Post
BFBC2 actually treats FOV in a different manner to most games. The FOV value you're changing in the .ini file is Vertical FOV. The game (intelligently) calculates the Horizontal FOV based on VFOV and resolution/aspect ratio.

By and large, it does a good job of it, too. It only starts to get flaky around the higher FOV numbers.
What? I thought almost all games used vFOV these days, thus hor+ scaling. And of course, from what I see, if a game allows FOV changes and does it without issues, it too scales the hFOV according to the asp ratio.

Care to enlighten on what you mean by this?
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post #447 of 8943
Thread Starter 
Quote:
Originally Posted by De-Zant View Post
What? I thought almost all games used vFOV these days, thus hor+ scaling. And of course, from what I see, if a game allows FOV changes and does it without issues, it too scales the hFOV according to the asp ratio.

Care to enlighten on what you mean by this?
While I'm a bit out of date, and while I don't know about Crysis 2, most of the games that use Unreal Engine 3 (and quite a few do, it's a popular engine) have some fascinating issues with HFOV and Hor+. It seems to revolve around the fact that most games are now designed primarily with consoles in mind, so the devs aim at 16:9 anamorphic as being 'optimum' and tend to focus on that. End result: vert-neg games in aspects wider than 16:9, and vert+ in 'tallscreen' mode. The Witcher 2 was originally designed around an anamorphic ideal, and still is a bit buggy in Surround from reports. Bulletstorm is also anamorphic, and has a Surround fix, but it's a bit involved.

Having said that, the games which do support triplewide through EyeFinity or nVidia Surround don't exhibit that - they frequently have issues all of their own, like Dragon Age: Origins and its 'invisible tress/rocks' in triplewide.

I'm sure I've seen a VFOV dependent game recently that actually locked the maximum HFOV, so regardless of what you set VFOV to, over a certain value, HFOV would hit a maximum and not go higher.

It's also a pity about the number of games that still don't treat the HUD right, or require (trivial) tweaking of .cfg files to get working. The new Red Faction or Fable III, for example. Worse are the number of games that can be 'forced' to work, but have what are essentially game-breaking bugs when forced - menus extending off the top and bottom of the screen, or mess resolution support up with seemingly arbitrary maximum resolutions.
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post #448 of 8943
The COD games are a good example of games that limit max hFOV to whatever the COD game in question uses as a max hFOV
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post #449 of 8943
Thread Starter 
Ah? Never played a CoD game past 4. Got 1 and 2, thought they were pretty good... played 4 round a mates' house, thought a couple of the levels were amazing (the one you're in a plane and 'All Ghillied Up') but was underwhelmed by the spawn-point charge-you AI other than that. MW2, BlackOps I've not even bothered to look at.
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post #450 of 8943
MW1 stretched if you went more than 16:9. Had a widescreenfixer fix, but that resulted in PB getting angry at you.

MW2 had native triple support I think

The rest did the same as MW1. BO had a short eyefinity/surround fix by widescreenfixer but it was rendered useless by a later patch.

This is, as far as I know.
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