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Hi everyone,

We have uploaded "Patch 1.1.3" for the Windows, Mac, and Linux versions of Dreamfall Chapters, which you can now find on your game shelves.

Version 1.1.3 patch notes:

- Changed fullscreen mode to "exclusive"
- Added option for "vertical sync" in visual settings
- Added link to "privacy policy" in connection settings
- Added missing ambient sounds in Europolis
- Somewhat improved memory usage in Europolis

Thanks and have a nice day!
thanx
Multi monitor resolutions disappeared on me after updating. How do I get it back?I tried setting the resolution in regedit to 7680x1600 and it just reverts back to 2560x1600 as soon as i open game. In 1.1.2 it automatically set itself to 7680x1600 as soon as I started game. So multi monitor support is gone?
Post edited December 16, 2014 by chicofehr
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chicofehr: Multi monitor resolutions disappeared on me after updating. How do I get it back?I tried setting the resolution in regedit to 7680x1600 and it just reverts back to 2560x1600 as soon as i open game. In 1.1.2 it automatically set itself to 7680x1600 as soon as I started game. So multi monitor support is gone?
Maybe so, at least for now. It's been a few years since I did any Direct3D development (or any Windows development), but from what I remember, the "exclusive fullscreen mode" had some pros and cons.

When in exclusive mode, you have full access to the graphics hardware, you can disable alt-tab and/or alt-enter if you want, you can stop background apps from popping up stuff over the game window, you can enable vertical sync to eliminate tearing artifacts, and in many cases, you can get higher FPS, since you can output directly to the "physical" display, no operating system in between to slow you down. A downside is, of course, that if you want to support multihead, you must have explicit support for it in the game engine (creating a separate swap chain for each detected monitor, keep them in sync, etc).

When not in exclusive mode, the operating system remains in charge of the physical display, and your stuff goes through it. This may result in slightly lower FPS (and perhaps tearing artifacts). On the other hand, your stuff can do what ordinary windows can, including spanning multiple monitors (even if the game engine doesn't have explicit support for it).

Seems to me like the game engine doesn't natively support multiple monitors, and hence, multiple monitors only work if you let the OS handle the physical display (non-exclusive mode, or windowed mode), instead of letting the game engine handle the physical display (exclusive fullscreen mode).
Post edited December 20, 2014 by ovekaaven
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chicofehr: Multi monitor resolutions disappeared on me after updating. How do I get it back?I tried setting the resolution in regedit to 7680x1600 and it just reverts back to 2560x1600 as soon as i open game. In 1.1.2 it automatically set itself to 7680x1600 as soon as I started game. So multi monitor support is gone?
avatar
ovekaaven: Maybe so, at least for now. It's been a few years since I did any Direct3D development (or any Windows development), but from what I remember, the "exclusive fullscreen mode" had some pros and cons.

When in exclusive mode, you have full access to the graphics hardware, you can disable alt-tab and/or alt-enter if you want, you can stop background apps from popping up stuff over the game window, you can enable vertical sync to eliminate tearing artifacts, and in many cases, you can get higher FPS, since you can output directly to the "physical" display, no operating system in between to slow you down. A downside is, of course, that if you want to support multihead, you must have explicit support for it in the game engine (creating a separate swap chain for each detected monitor, keep them in sync, etc).

When not in exclusive mode, the operating system remains in charge of the physical display, and your stuff goes through it. This may result in slightly lower FPS (and perhaps tearing artifacts). On the other hand, your stuff can do what ordinary windows can, including spanning multiple monitors (even if the game engine doesn't have explicit support for it).

Seems to me like the game engine doesn't natively support multiple monitors, and hence, multiple monitors only work if you let the OS handle the physical display (non-exclusive mode, or windowed mode), instead of letting the game engine handle the physical display (exclusive fullscreen mode).
Thanks. I put into windowed mode and used a windowless window program to get rid of borders and I have my multi monitor back. Thanks.