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[FYI] No horizontal+ or animorphic widescreen support... (stretching)

SINepSINep Member Posts: 15

Just so you all know, Darkfall Online currently does not support true widescreen. (horizontal+ nor animorphic) It hasn't been addressed so there is no way to tell if they even will support for it ever.

 

The 1st person FOV is the same all around, no matter the aspect ratio.

 http://img14.imageshack.us/img14/7471/darkfallstretchingnb1.jpg

Comments

  • kakarotragekakarotrage Member Posts: 280

    can't say that im shocked

    World of Warcraft is a proof that MMORPG quality should affect schedule/budget and not the other way around.

  • PrintscreenPrintscreen Member UncommonPosts: 100

    What do you expect? they're aiming at gamers 8 years ago where mostly everyone was still using CRTs and had 4:3 ratios...lol

  • mechtech256mechtech256 Member UncommonPosts: 206

     that's terrible. I bet 1/2 of the people playing will have widescreen, they better patch that in.

  • dhayes68dhayes68 Member UncommonPosts: 1,388

    Well, practically speaking people who play it all the time on a widescreen monitor won't notice the diff I guess but still, thats pretty... surprising. Does the game come in cartridge format?

  • UsedManateeUsedManatee Member Posts: 161
    Originally posted by dhayes68


    Well, practically speaking people who play it all the time on a widescreen monitor won't notice the diff I guess but still, thats pretty... surprising. Does the game come in cartridge format?

     

    I heard it comes on two cassette tapes with a xeroxed instruction sheet.

     

    TI994/A represent!

    How dare you present him with logic! Don't you understand? He fights epic fights, in epic games, with epic toons....eats epic food and takes epic dumps! He has more e..pic..icity...ness in his little finger than you have in your whole unepic body! - ChicagoCub

  • skeaserskeaser Member RarePosts: 4,205

    2 questions.

    Can it be run in a window?

    Anyone with experience know how hard it is to add resolutions to a game?

    Sig so that badges don't eat my posts.


  • fyerwallfyerwall Member UncommonPosts: 3,240
    Originally posted by skeaser


    2 questions.
    Can it be run in a window?
    Anyone with experience know how hard it is to add resolutions to a game?



     

    Well it shouldnt be too hard to add WS support to the game. People did it for Bioshock before the devs even bothered (think they even used the guys fix instead of doing it themselves as well)

    I'm sure the devs will look into it after release, looks like they are a bit more into getting the more important stuff done for now.

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • SINepSINep Member Posts: 15

    All they need to do is:

    1. Allow the user to adjust his field of view up to 110 degrees with a slider.
    2. Automatically put in the correct FOV for the certain aspect ratios.
    3. Be open about being lazy and not wanting to fix it (like DICE/Battlefield2) and allow FOV correction with an external application. (like DICE/Battlefield)
    4. Be open about wanting players to always be in the same FOV no matter the aspect ratio, because they think it's cheating...

    It's not cheating - if the top developers in the world of competitive multiplayer games (id, valve, infinity ward) have horizontal+ widescreen support natively or with ini changes, then I think it's safe to say it's not cheating.

     

    War 4:3 - letterbox for all of you.

  • SINepSINep Member Posts: 15
    Originally posted by skeaser


    2 questions.
    Can it be run in a window?
    Anyone with experience know how hard it is to add resolutions to a game?

     

    Yes, you can run in windowed mode... however if you run a resolution with an aspect ratio other than 4:3 it will still be stretched.  1680x1050 16:10, was having some issues in beta and would automatically just use a 16:9 resolution instead... (1600x900)

  • afxtalafxtal Member UncommonPosts: 2

     The question isn't 'how hard is it to add resolutions'? The question is, 'why didn't they include them?

    Setting the resolution is DirectX basically goes like this:

    1. After the game initiallizes DirectX the game can
    2. Ask DirectX what resolutions are available and
    3. Display those resolutions to the user who can
    4. Choose one from the list DirectX has provided.

    So the quick answer is, no it's not hard. Almost every game that has come out within the last 5 years has done it this way. But we're dealing with a company that took 7 years to make a client that as a whole really isn't entirely complicated either... so the skillset of their programmers is questionable.

  • GnomadGnomad Member Posts: 377
    Originally posted by skeaser


    2 questions.
    Can it be run in a window?
    Anyone with experience know how hard it is to add resolutions to a game?

     

    Do you just want to stretch / zoom the image like a wide screen TV does with 4:3 format or do you want true widescreen like you get in  just about any other game released in the last 5 years including f2p Korean grindfests?

    You are not just "adding resolutions" to the game. To get real WS will be some major programming since it is a fundamental component of the graphics engine to produce a wider (approx 170 degree) field of view without distortion to give you a peripheral view effect.

    I personally wouldn't want to try to reprogram a 6 year old graphics engine to meet todays expected level of polish and effects. Especially since I doubt that the amount of data contained in descriptions of world items would provide enough information to allow them to scale correctly and offer correct perspective.

    I will of course get flamed by the AV trolls for saying this since they all know for a fact, because they were told  on some super secret  forum for sychophantic fawnbois,  that the AV programmers can do it while stoned and asleep.

     

  • angrymimeangrymime Member Posts: 154

    Ooooooooo nice screenshots!

     

    I don't care if they use the graphics engine for donkey kong.  I wanna play.

     

  • SINepSINep Member Posts: 15
    Originally posted by afxtal


     The question isn't 'how hard is it to add resolutions'? The question is, 'why didn't they include them?
    Setting the resolution is DirectX basically goes like this:

    After the game initiallizes DirectX the game can
    Ask DirectX what resolutions are available and
    Display those resolutions to the user who can
    Choose one from the list DirectX has provided.

    So the quick answer is, no it's not hard. Almost every game that has come out within the last 5 years has done it this way. But we're dealing with a company that took 7 years to make a client that as a whole really isn't entirely complicated either... so the skillset of their programmers is questionable.

     

    The problem is that the widescreen resolutions called from DX are using the same FOV as the 4:3 aspect ratio... (stretching)

    But yeah as you stated, theres no need to "add resolutions."  It finds what your hardware can use, and gives you a list.

  • SINepSINep Member Posts: 15

    I'll be sure to make an update tomorrow to see if they addressed the for launch...

    (will be suprized if they did)

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