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rkinkjr: Hello there. Just curious any concept artwork the x a and b wing cockpit yet?
We are currently using the XWAUP cockpits as placeholders. There is no active work on those cockpits for now, since we have other more urgent stuff in the pipeline. For the test and demo only the Y-wing historical missions are "supported" so it's not something we are currently dealing with.
Input and instrumentation are the boogiemen for me right now. :D
Post edited July 13, 2017 by Azrapse
Hello there. I can't remember if I read this and where I read it, but did you say at one point we will be able to play this on a multi monitor set up?
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rkinkjr: Hello there. I can't remember if I read this and where I read it, but did you say at one point we will be able to play this on a multi monitor set up?
Multiple monitors is something they seem to be interested in testing, but it's not clear to me whether that just means "Do things break spectacularly when you have more than one monitor?" or "What can we do with a second or third monitor?"
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JKing: Multiple monitors is something they seem to be interested in testing, but it's not clear to me whether that just means "Do things break spectacularly when you have more than one monitor?" or "What can we do with a second or third monitor?"
The thing is, none of the core staff currently has a multi monitor setup to test the feature on.
However, a triple monitor setup in combination with TrackIR would certainly be awesome.

(Does anyone of you who signed up for the beta test have a multi monitor setup?)
Money is tight right now, but I am currently going to rig up a multi monitor system. And lol for all the games I play it was meant to be for x-wing and battlefront II ;)
Post edited July 15, 2017 by rkinkjr
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JKing: Multiple monitors is something they seem to be interested in testing, but it's not clear to me whether that just means "Do things break spectacularly when you have more than one monitor?" or "What can we do with a second or third monitor?"
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FekLeyrTarg: The thing is, none of the core staff currently has a multi monitor setup to test the feature on.
However, a triple monitor setup in combination with TrackIR would certainly be awesome.

(Does anyone of you who signed up for the beta test have a multi monitor setup?)
I have two 16:9 monitors. An acquaintance of mine has three, and an Oculus Rift. He's not as frugal as I am. :P
Post edited July 15, 2017 by JKing
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FekLeyrTarg: (Does anyone of you who signed up for the beta test have a multi monitor setup?)
I do. For added fun, they are different aspect ratios.

I also now have a Vive (I didn't when the survey was up). I'll have to start playing around with it in Unity at some point.
Hi guys, I've been lurking off and on and missed out on applying for testing, but I've got an Oculus Rift and am familiar with modding if you need someone to test VR. If not, that's totally OK, I'm just happy to see the progress, it looks incredible.

Needless to say, I can't wait to see more!
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FekLeyrTarg: (Does anyone of you who signed up for the beta test have a multi monitor setup?)
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agentrob: I do. For added fun, they are different aspect ratios.
I used to have a 16:9 monitor paired with a 4:3. I actually found it more convenient because it took considerably less desk space, and I didn't really need the extra display width. I almost wish I still had that set-up so I could say that I, too, was extra-unusual.
I'm actually thinking of getting an Ultra wide screen curved monitor. I think it will have pretty much the effect I'm looking for. Does anyone know though if the current x wing series as it is right now will support 21:9, or will it screw up the resolution and have black bars? I'm also probably ok with that. I'm assuming though with the new graphics being done here, it will probably work pretty good?
As I had mentioned before, I plan on playing battlefront II with this and also other mmo's that I play.
Post edited July 16, 2017 by rkinkjr
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rkinkjr: I'm actually thinking of getting an Ultra wide screen curved monitor. I think it will have pretty much the effect I'm looking for. Does anyone know though if the current x wing series as it is right now will support 21:9, or will it screw up the resolution and have black bars? I'm also probably ok with that. I'm assuming though with the new graphics being done here, it will probably work pretty good?
As I had mentioned before, I plan on playing battlefront II with this and also other mmo's that I play.
As we mentioned, we have just not tested this.
There are different ways to support multiple monitors, but I don't currently have a multidisplay configuration on my development machine.
I can get something sorted out for a while to just write the code needed to support it, but it's not the highest priority at the moment (currently I am just working hard on getting the test build to you, people, and for that I need some things implemented).
Once we all have the game running on many machines and with many joysticks, I am pretty sure we will do whatever is needed to support multidisplay.

The thing is that there are different ways to support it.
- We could assume the monitors are placed in a horizontal topology, and the resolution is like superwide. Then we just need to adjust the field of view to allow that resolution to look good, and that's it, I guess.
- However, some users wouldn't want to have all their monitors set up like that, but instead, have them placed in a different topology, or at least not have them treated like a single continuous screen, but different screens aiming at different non-contiguous angles.
For example, one display looking forward, another looking right, another looking left, and two more focused on the map and goal screens, for immersion reason. Who knows.
In that case, we would need to let the user define which display goes where, at which angle and position, and we would need to spawn new cameras for those displays.

It can be done, but it needs more development time if we want to do it right. And we need to test, test, test.
I have 3x16:9 monitors. I think it would probably be best to take the easiest route for now (simply take the full width of the resolution and assign an appropriate FOV, or allow the user to choose custom FOV) and then as a more advanced feature further in development allow monitors to be set in custom positions and roles.
For initial support, you can let users set the vertical FOV and the resolution. Its the easiest support for multimonitor, allowing eyefinity or 3d surround to take care of monitor groups and positioning.

For instruments and message logs, HUD's, etc., you can develop some external windows with the information required.
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kumonko: For initial support, you can let users set the vertical FOV and the resolution. Its the easiest support for multimonitor, allowing eyefinity or 3d surround to take care of monitor groups and positioning.

For instruments and message logs, HUD's, etc., you can develop some external windows with the information required.
External windows?
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kumonko: For initial support, you can let users set the vertical FOV and the resolution. Its the easiest support for multimonitor, allowing eyefinity or 3d surround to take care of monitor groups and positioning.

For instruments and message logs, HUD's, etc., you can develop some external windows with the information required.
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Azrapse: External windows?
I assume this means that aside from the normal viewport, you could spawn separate windows dedicated to the message log, map, etc. (essentially the same side displays that are in the existing cockpit design)? Such a design would work better for the more sim-oriented setups, but for those using multi monitors horizontally to give an ultrawide display, I would imagine that simply having a wider FOV than normal that spans across all of the monitors would be more immersive.

I tend to just use a single monitor, but I do have a spare secondary monitor that I might be able to connect up for testing, if I can find the right cables.