Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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 Post subject: Dead Space
PostPosted: 19 Jun 2009, 19:50 
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Joined: 19 Sep 2006, 16:25
Posts: 1055
Location: Ruckersville, Virginia
Added triplehead screenshots to comply with new grading standard.

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EVGA GeForce GTX 970 SC ACX 2.0 3.5GB | 3 X LG Flatron 24EA53VQ in Nvidia Surround | Optoma HD20


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 Post subject: Dead Space
PostPosted: 04 Aug 2009, 03:24 
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Joined: 16 Jul 2008, 17:17
Posts: 36
I apologize for bumping an old thread, but has anyone been able to run this game at 5040 x 1050? I believe the maximum resolution allowed was 4000 x 900 or something like that.

Thanks!


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 Post subject: Dead Space
PostPosted: 04 Aug 2009, 04:14 
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Joined: 19 Sep 2006, 16:25
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Location: Ruckersville, Virginia
That resolution is possible, there are a bunch of screenshots at that resolution floating around in the forum.

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 Post subject: Re: Dead Space
PostPosted: 17 May 2010, 12:13 
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Joined: 06 Mar 2008, 17:20
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5040x1050 is a no-go with TripleHead2Go DE. The game appears to detect and use strict 60/75Hz resolutions only.
http://www.widescreengamingforum.com/forum/viewtopic.php?f=57&t=14745&start=11


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PostPosted: 17 May 2010, 12:16 
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http://www.widescreengamingforum.com/forum/viewtopic.php?f=57&t=14745&start=11
Some bad news guys ... :(

I have the game now and 5040x1050 isn't showing up in the options ... my guess is because it is 57Hz
4320x900 is showing up so I guess I'll have to play it like that.

I did find a config file here ... C:Documents and SettingsAdministratorLocal SettingsApplication DataElectronic ArtsDead Space
... but changing the res and refresh rate in there just resulted in it dropping down to 1680x1050 ... even if I made it read only.


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 Post subject: Re: Dead Space
PostPosted: 14 May 2011, 05:13 
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Joined: 07 Feb 2006, 03:46
Posts: 59
2560x1600 successfully tested.


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PostPosted: 17 Sep 2011, 05:41 
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Joined: 30 Mar 2006, 09:16
Posts: 156
Is there a way to open up the FOV? It feels really cramped with Isaac taking up 1/3 of the screen.


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 Post subject: Re: Dead Space
PostPosted: 19 Sep 2014, 08:50 
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Joined: 19 Sep 2014, 08:37
Posts: 2
can anyone of you guys confirm if this program still works with dead space 1? dead space 2 had no problems, but DS 1 is being stubborn and refusing the widescreenfixer :(


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 Post subject: Re: Dead Space
PostPosted: 19 Sep 2014, 20:04 
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Joined: 29 Oct 2010, 21:26
Posts: 40
I know it's late. But i think i found a solution for MM setup with refresh rate below 60Hz.

I don't have MM setup, but i can force my monitor to display 5760x1080 at 22Hz. It's just for testing...

As you know Dead Space does not allow to set resolution with low refresh rates.

But i managed to fool the game with GeDoSaTo tool.

I enabled 5760x1080 @ 60Hz, and instead of downscaling to 1920x1200, i told gedosato to output at 5760x1080 @ 22Hz.
And Bam! Dead Space can now see the resolution 5760x1080 @ 60Hz

screenshot taken with msi afterburner, not with gedosatos!
Image
rendered on C2Qq9300@3GHz and GF GT 640, fps seems to be limited by 22Hz. At 3840x2160 in this small scene im getting 26fps (max settings). I thought framerate would be much lower :)

So, yeah, it's working

link for gedosato
http://blog.metaclassofnil.com/?page_id=582


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 Post subject: Re: Dead Space
PostPosted: 16 Nov 2014, 20:40 
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Joined: 30 Apr 2010, 19:11
Posts: 12
I am having problems with getting deadspace to work with widescreen fixer.

Whenever i activate widescreen fixer i get stack trace atsystem.IO_error.winIO(Int32code, string maybefullpath

I get it for all games.


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