Guide for Manual PLP Gaming Instructions

Fullscreen VS Borderless

Most instructions result in borderless windowed (impersonating fullscreen). This is a common trick for manual PLP, with only one downside: no Crossfire or SLI support. Some game engines quite consistently allow fullscreen with SoftTH. The biggest of these is Unreal Engine 3. When SoftTH V3+ becomes available (shortly), more games will support fullscreen.


Monitor Setup

A good Manual PLP monitor combination is required, where pixels line up (& other more minor factors). Many different layouts that line up pixels well can be found here. Listed below are PLP setup sizes that are documented.


(Microsoft Flight Simulator X Steam Edition 2014, using layout 19-27-19 "Common Lightweight")
  1. Small PLP Layouts --- center sizes 21.5" - 24" ---- total gaming pixels: 2,220,000 - 5,200,000 -- weight class: 1-8 / 30
  2. Big PLP Layouts ------- center sizes 27" - 34" ------- total gaming pixels: 3,732,000 - 9,101,000 -- weight class: 4-17 / 30
  3. Very Big PLP Layouts --- center sizes 36" - 42" --- total gaming pixels: 3,628,000 - 14,516,000 -- weight class: 4-30 / 30
  4. Enormous PLP Layouts - center sizes 47" - 84" -- total gaming pixels: 3,628,000 - 14,516,000 -- weight class: 4-30 / 30


Blog post reviewing your PLP layout size & shape choices http://www.wsgf.org/blog/imusrt/2015/07/05/plp-layout-size-shape-review

My current favorite for Manual PLP is 19-27-19 "Common Lightweight" (16:9 1080p center, 10:16 sides, & side resolution lowered from stock). This setup is fairly big, decent quality & hides one bezel. It remains lightweight: One decent graphics card drives it well. Use it up close for deep gaming immersion. With vision covered, you are There.

Understanding the Instructions

  • Windows 10 variation:
    • When instructions say "ShiftWindow," Win10 users should use WinShift instead. Or better still, use Borderless Gaming (latest version).
    • On a few games in Win10, using SoftTH fullscreen may require physically swapping left & right monitors with each other.
  • Many games require at least one change to menu settings or in-game save (e.g. change resolution). This often creates the data we want to edit. This is not always documented.
  • Base PLP gaming resolution, or "fullscreen" (in pixels): [width of all 3 screens together] x [height of center] (e.g. 3520x1080).
  • Border calculations: We are often imitating fullscreen, in windowed. This often requires borders within one's resolution calculations (but not always).
    • Resolution "no border" means one should use base PLP resolution. If no "border" instructions, assume base PLP resolution is used.
    • Resolution "+ border" means one should use base PLP resolution plus horizontal/vertical borders' width, respectively, in pixels. If users have reduced their window borders in Windows/Registry to the minimum allowable thickness, the horizontal border total is 8px & vertical is 31px (Windows 8, probably Windows 7 too). Windows 10 bit different: similar "+ border" values are still often needed, but Win10 borders look tiny by default.
    • "+ border = borderless" means same thing as "+ border".
  • "ShiftWindow" word implies:
    • In-game & already windowed, with ShiftWindow prepped to trigger.
    • WARNING. Borderless Gaming (BG) works far better (latest version). Strongly recommend using BG instead of ShiftWindow/WinShift. BG works perfect in Win10 & auto-spreads borderless. An excellent cutting-edge window-spreader.
  • Borderless Gaming (BG usage, recommended instead of ShiftWindow):
    1. Right-click game-name in left-pane & Add To Favorites.
    2. Now select game in right-pane, & then right-click it; in popup, select "No Size Change."
    3. Then select game again (in right-pane), & then right-click it; in popup, select "Set Window Size."
    4. Enter values (prompted): X-coordinate= -1x left-screen-width; Y-coordinate=0; window-width & height your fullscreen (i.e. not +border).
  • "SoftTH" implies copying both d3d9.dll & config.SoftTHConfig (which one generates previously, required for proper PLP) into the game's main exe folder, & selecting PLP resolution from launcher/in-game settings. Occasional variations, which are included in instructions.
  • In-game settings can be maxed for both borderless & fullscreen, unless specified. Games are generally tested maxed, often with VSync & Motion Blur both turned off (optional).
  • FOV tuning: FOV adjustment is sometimes instructed. Involves first setting game's FOV so that PLP's center screen matches your single-screen view (e.g. 1080p). Can then adjust FOV further to taste. To set FOV to game's intended view, use any of these methods (all have strengths):
    • Stickies. Boot game to checkpoint, don't touch mouse. Mark single-screen game-object (e.g. gun, car, house) at its corners with tape/stickies on your screen. (The best object-type varies per game. Use an object that changes with FOV.) Then boot game to PLP & same checkpoint. See how well object lines up with stickies. Adjust PLP FOV until object size matches.
    • Or screenshots. Very accurate for either fullscreen or perfect-borderless (fullscreen dimensions). Method:
      • Drag PLP screenshot into image editor (use Gimp) & decrease View until whole image is visible.
      • Drag single-screen screenshot on top of PLP screenshot.
      • Open Gimp menu: Windows, Dockable Dialogs, Layers.
      • In Layers window, click top layer's eye symbol on & off to compare.
    • Or screenshots (quick & dirty). Use Windows Preview creatively. Not accurate.
    • Or calculate FOV instead. Tester prefers going by feel. WSGF calculator does not appear to work for PLP, but there are others. Calculation details https://developer.valvesoftware.com/wiki/Field_of_View
  • Instructions do not account for bezel correction/compensation. It's an added complication & not required for good spread. Provides minimal benefit for additional effort & regular failure or problem.
  • Mouse Clipping. When using mouse, Windows 8.1 GUI sometimes interferes with game. This is not always documented. Limiting mouse's movement corrects the problem. Details under Mouse Fixes below.
  • Mouse too sensitive. When a game is spread, it sometimes amplifies mouse movement. This is not documented. Fix by adjusting in-game sensitivity.
  • If having trouble, visit Manual PLP: How To Spread Games.

  • (Dragon Age Inquisition 2014)


    Rare Tips & Fixes

    • If game hangs or chugs, try quitting MSI Afterburner (or similar program), or running game in compatibility mode Windows XP SP3.
    • Active config files can often be deleted to force creation of fresh version.
    • If resolution change causes a missing texture, restart game.
    • Calculating aspect ratios (sometimes must include borders).
      • For 1.777778 type number, calculate: width / height = #.#### (E.g. 3520/1080=3.259259259)
      • For 16:5 type number, calculate (e.g.): 16 (static number) / 3.259259259 (enter your aspect ratio) = 4.909090909 (i.e. 16:4.909090909).
    • Very rarely, if thick margins show on center screen, you must correct game's refresh rate (either by in-game settings or config file edit). Very rarely, restarting game or deleting config file fixes it. There is also a permanent fix via registry edit (link needed)
    • Prefer borderless? If instructions are for fullscreen, you can quite often turn it into borderless. First follow fullscreen instructions. Then at the end, make game windowed (in-game or file edit) & spread with ShiftWindow. This technique is quite often successful & works fine with SoftTH, but not with Unreal Engine.
    • Mouse Fixes:
    • High FOV Fake Fixes:
      • Hold up your aim properly. This reduces FOV glaring anomalies.
      • Sketchy: reduce aspect ratio by 0.15 (e.g. in config file, 3.259-0.15=3.109). Feature is not always available & nearly never needed. When it exists, use to improve FOV & gun location. But this very slightly stretches image, a last resort. Overall much better, but not ideal. See GRAW 2007 notes.


    (Castlevania Lords Of Shadow 2 2014)


    More Help

    Source PLP wiki, unabridged games list, help by game engine.
    http://www.wsgf.org/forums/viewtopic.php?f=68&t=27669

    4/2016 Blog gaming posts discontinued.