Deus Ex: Invisible War

The sequel to Deus Ex. As with most sequels, it didn't live up to the original.

Support Summary

Widescreen
Ultra/Super‑Wide
Multi-Monitor
4K Ultra HD
Support
Method
HUD
Cutscenes
FMVs

Game Information

Game Status:Released
Release Date:
Tested Version:1.2 (GOG.com)
Play Styles:Single-Player
Setting:Sci-Fi
Developer:Ion Storm

Screenshots Comparison

4:3 Screenshot
16:10 Screenshot
16:9 Screenshot
21:9 Screenshot
32:9 Screenshot
Eyefinity / Surround Screenshot
Solutions & Issues
Widescreen Solution & Issues:

Fix available from the PC Gaming Wiki Community Files (search there) to adjust the hard-coded FOV setting in Engine.d2u for FOV values up to 127. Default settings are suggested based on the aspect ratio of your resolution or you can set your own. Changing some video settings in-game may reset the resolution; simply run the tool again to fix it.

Here are some suggested settings (used to make the screenshots on this page):
4:3: FOV 90, HUD 67
16:10: FOV 108, HUD 58
16:9: FOV 120, HUD 53
15:9: FOV 112.5, HUD 50

For FOV values wider than 127:

  1. Open System\Engine.d2u in a hex editor.
  2. Change all three instances of 00 00 AA 42 to the hex FOV you want (IEEE reversed pairs).
  3. Edit System\Default.ini
  4. Change AssumedUIScreenWidth__d= to the single-monitor width
  5. Edit %USERPROFILE%\Documents\Deus Ex - Invisible War\user.ini
  6. Change FullscreenViewportY= and FullscreenViewportX= to your resolution.

== Method to correct cut-scenes ==

The in-game, engine-rendered cutscenes were a bit tricky in that I couldn't get good screenshots. Sometimes things seemed fine and sometimes the tops of heads were cut off. I guess I'd go with vert- here, but it's nothing too disruptive.

The intro and ending cutscenes are prerendered bink files. They stretch.

http://img145.imageshack.us/img145/9685/intro1280x720go6.jpg
1280:720 Plainly, that helipad is too elliptical to be correct.

Download and install the RAD Video Tools. Open and navigate to ...\deus ex invisible war\content\DX2\VideoTextures.

http://img524.imageshack.us/img524/7308/rad1rd5.jpg

The relevant files are;
EndgameIlluminati.bik
EndgameJC.bik
EndgameStranger.bik
EndgameTemplar.bik
Intro.bik

Single click to select and hit the Bink It! box in the lower left corner. You should see this window;

http://img524.imageshack.us/img524/9437/rad2gf3.jpg

For the sake of simplicity leave everything other than the highlighted cropping section alone. Hit Bink to start encoding and expect it to take some time. The above setting would apply if you intend to use a 16:10 resolution. The "Endgame" videos are letterboxed to 16:10 so you'll need different settings for them when using wider aspect ratios.

For 15:9 use;
http://img524.imageshack.us/img524/363/rad3zc2.jpg
for Intro.bik and;

http://img157.imageshack.us/img157/5480/rad6ur4.jpg
for the Endgame videos.

For 16:9 use;
http://img524.imageshack.us/img524/2306/rad4uu6.jpg
for Intro.bik and;

http://img201.imageshack.us/img201/5815/rad7tp8.jpg
for the Endgame videos.

When the encoding is finished, open Windows Explorer and go to ...\deus ex invisible war\content\DX2\VideoTextures. Delete, rename or move the original videos and remove the "New_" prefix from your new videos. That's it, stretch no more.

http://img201.imageshack.us/img201/4386/intro1280x720adjgj0.jpg
1280:720 Happy day, circular circles.

Ultra/Super-Wide Specific Solution & Issues:

Same method as widescreen. HUD is centered for 4:3. Example values (used for screenshots on this page):

FOV hex: 00002043
HUD FOV: 41
AssumedUIScreenWidth__d=1137

To center and unstretch prerendered cutscenes: Divide your aspect ratio by 1.3333. Multiply the quotient by 640 and enter the product in the Frame size (cropping) Width field in RAD's Bink Compressor screen. Subtract 640 from Width then divide by 2. Enter the negative of this calculation in the Left field. Optional: to remove top black bar enter 400 in the Height field. Click Bink and replace the .bik file in the game's Video Textures folder.

Eyefinity / Surround Specific Solution & Issues:

Doesn't stretch or otherwise distort and should handle about anything you throw at it. Well, anything with an FOV below 127.5. So any single monitor setup will work.

The HUD maintains its relative dimensions properly, but needs to be resized as described above.

Prerendered cutscenes: same as for Ultra/Super-Wide

The in-game, engine-rendered cutscenes were a bit tricky in that I couldn't get good screenshots. Sometimes things seemed fine and sometimes the tops of heads were cut off. I guess I'd go with vert- here, but it's nothing too disruptive.

The intro and ending cutscenes are prerendered bink files. They stretch.

Same .ini+hex method as widescreen

1) Resolution
Documents\Deus Ex - Invisible War\user.ini
FullscreenViewportY=1050
FullscreenViewportX=5040

2) FOV
Program Files\Deus Ex Invisible War\System\Engine.d2u
For 48:10: Replace all 3 instances of 00 00 AA 42 with 00 00 9A 43 (equivalent to decimal FOV 308)
For 48:9: Use 0000B443 (FOV 360)

3) UI
Program Files\Deus Ex Invisible War\System\Default.ini
fov__d (scale of the "wheel" interface) - use 21 for 48:10, 19 for 48:9
AssumedUIScreenWidth__d=1680 (your single-screen width)
AssumedUIScreenHeight__d=480 (default height)

Some strange camera angles result.
You can fix some of these by editing the [ConversationCamera] settings in Default.ini. I don't know exactly how, but dividing all Angle and Dist values by two is much better already.
Code:
[ConversationCamera]
SlightAngle=7.5
AboveAngle=30.0
ShoulderAngle=7.5
ShoulderMult=0.7
HeadMult=0.25
FaceScalar=0.38
SideTightDist=1.0
SideMidDist=1.5
SideAboveDist=1.0
SideAbove45Dist=1.0
ShouldersLeftDist=1.0
ShouldersRightDist=1.0
HeadTightDist=1.2
HeadMidDist=2.75
HeadLeftDist=1.2
HeadRightDist=1.2
HeadSlightLeftDist=1.2
HeadSlightRightDist=1.2
StraightAboveDist=1.16

4:3 Screenshot
4:3 gameplay (FOV 90, HUD 67)
16:10 Screenshot
16:10 gameplay (FOV 108, HUD 58)
16:9 Screenshot
16:9 gameplay (FOV 120, HUD 53)
21:9 Screenshot
21:9 gameplay (FOV 160, HUD 41)
32:9 Screenshot
Eyefinity / Surround Screenshot
48:9 gameplay (FOV 360, HUD 19)
4:3 Cutscene
16:10 Cutscene
16:9 Cutscene
Eyefinity / Surround Cutscene
4:3 FMV Cutscene
16:10 FMV Cutscene
16:9 FMV Cutscene
Eyefinity / Surround FMV Cutscene
Uploaded by: Rose
WS Solution Image 1
Uploaded by: Rose
WS Solution Image 2
Uploaded by: Rose
WS Solution Image 3
Uploaded by: Rose
WS Solution Image 4
Uploaded by: Rose
Some strange camera angles result in surround. Compare with next shot.
Uploaded by: Rose
Some strange camera angles result in surround. Compare with next shot.
Uploaded by: Rose
Fixed using method in Surround section.
16:10 Resolutions:
16:9 Resolutions: