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: Dauntless
PostPosted: 27 May 2018, 10:53 
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Joined: 18 Jul 2007, 04:19
Posts: 513
A very good PC Monster Hunter. As fun as it is though, I can't really get Surround working on it, as the FoV is completely zoomed in and as a result is unreasonable to play. I could only get through the tutorial by setting the game to single monitor.

Any chance we can get a fix for this one? Heads up: Unreal Engine 4, and using the "AspectRatioAxisConstraint=AspectRatio_MaintainYFOV" fix does not work in-game.


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 Post subject: Re: Dauntless
PostPosted: 27 May 2018, 15:01 
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Joined: 02 Nov 2009, 12:14
Posts: 1031
Location: Lincoln, UK
Odd, that worked for me during the TA, Alpha and Closed Beta, unless they changed it however note the game reads it's configuration from Local\Archon\..... not Local\Dauntless\....

Add
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
To he Engine.ini file.

I'm not however going to double check that because I can't be bothered to wait over an hour that's optimisation makes Surround hard to play, rather then the FoV.

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 Post subject: Re: Dauntless
PostPosted: 28 May 2018, 09:59 
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Skid wrote:
Odd, that worked for me during the TA, Alpha and Closed Beta, unless they changed it however note the game reads it's configuration from Local\Archon\..... not Local\Dauntless\....

Add
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
To he Engine.ini file.

I'm not however going to double check that because I can't be bothered to wait over an hour that's optimisation makes Surround hard to play, rather then the FoV.


Yeah, I added it and nope, it changes the "Y" FoV at the main menu, but once in-game the FoV is still really zoomed in. Didn't make a difference so yeah they probably changed something.


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 Post subject: Re: Dauntless
PostPosted: 18 Aug 2018, 17:36 
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Joined: 08 May 2011, 18:58
Posts: 2286
Seems like when it became Open Beta they somehow cancled all custom ini edits.
So that doesn't work anymore.
Too bad :(

Absolutly unplayeable like this:
https://i.imgur.com/YypmFbM.jpg

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 Post subject: Re: Dauntless
PostPosted: 21 Aug 2018, 01:18 
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Joined: 28 Apr 2013, 02:44
Posts: 50
Location: US East
Yeah I tested it shortly before MH:W came out and found the .ini edit did nothing.

Submitted feedback about 21:9 support back when they did a closed alpha some 8 months ago.

Still doesn't support it to this day, despite multiple other people also submitting feedback.

Unreal Engine 4 is absolute trash because of this. Epic never learned.

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 Post subject: Re: Dauntless
PostPosted: 21 Aug 2018, 06:09 
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Joined: 20 Sep 2015, 00:58
Posts: 530
Attachment:
DauntlessFOV&BlackBarsRemoval.jpg

Attachment:
DauntlessFOV_BETA0610.7z


You do not have the required permissions to view the files attached to this post.

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Last edited by susahamat on 31 Mar 2019, 23:02, edited 5 times in total.

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 Post subject: Re: Dauntless
PostPosted: 15 Jan 2019, 17:49 
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Joined: 25 Jun 2018, 08:06
Posts: 88
susahamat wrote:
Attachment:
DauntlessFOV&BlackBarsRemoval.jpg

Attachment:
DauntlessFOV_BETA051.rar

Not work

through HxD also does not work or I do something wrong

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 Post subject: Re: Dauntless
PostPosted: 16 Jan 2019, 01:41 
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Joined: 20 Sep 2015, 00:58
Posts: 530
updated to latest patch . should be working now

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 Post subject: Re: Dauntless
PostPosted: 21 Jan 2019, 21:55 
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Joined: 20 Sep 2015, 00:58
Posts: 530
Updated to latest patch 0.6.4 http://www.wsgf.org/forums/viewtopic.ph ... 10#p172810

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 Post subject: Re: Dauntless
PostPosted: 23 Mar 2019, 17:43 
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Joined: 28 Apr 2013, 02:44
Posts: 50
Location: US East
Wow, a tool was finally made to fix this game because the devs are too incompetent to change the FoV scaling method.

One simple flick of the switch in UE4 (..and a possibly re-design of all fixed HUD placed elements), that's all it takes.

I did try to do the standard change myself, but it did not read it from the config file. Either the option changed/moved, or the devs intentionally locked it.

Regardless.. having to use a tool like this in a game built on an engine with an actual toggle for proper scaling is just asinine. Shame most developers are wholly ignorant to the whole thing and Epic still hasn't listened to me about changing their engine over when even UE3 should've been Hor+ by default.

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