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PostPosted: 19 Aug 2005, 20:10 
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If you take a look at the screenshots provided by gotchaforce you will see that after the resolution change the picture/view is just stretched/enlarged to the widescreen resolution width ...
The view is no wider and the top and bottom is being chopped off even more than in the 4x3 resolution shot (disregarding the black bars) ...

I think this shows that the FOV is not correct when at the widescreen resolution .. and seems to be exactly the problem that Battlefield 2 has only this time with the added annoyance of the black bars at the top and bottom.

Here are the screenshots provided by gotchaforce ...

http://www.gregoxsen.com/Images/adventrising/


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PostPosted: 19 Aug 2005, 21:46 
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If you take a look at the screenshots provided by gotchaforce you will see that after the resolution change the picture/view is just stretched/enlarged to the widescreen resolution width ...
The view is no wider and the top and bottom is being chopped off even more than in the 4x3 resolution shot (disregarding the black bars) ...


Yes, I think you're correct it does look stretched.


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PostPosted: 20 Aug 2005, 21:07 
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It isn't stretched, it is just that you loose the top and bottom of your view, the same as Battlefield 2. However, since the game has the black bars; all you have to figure out is how to get rid of the black bars and shift the hud around a bit and you are good to go. If the game comes with a ucc.exe then adjusting it to work right with widescreen would be simple. Unfortunately I doubt it does, so it is up to the developers to patch it.

Oh yeah, comparing the pics it looks like the targeting rectile is in the wrong spot when widescreen resolutions are forced as well. So if your aim feels off, just try aiming about down and to the right a bit of what you want to hit.


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PostPosted: 23 Aug 2005, 02:13 
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Finally got the game and found out how to get decent widescreen. In the default.ini is the setting:

Widescreen=False

Switch that to true and the black bars are gone, but everything but the menu and the loading screen displays with the right aspect-ratio. Unfortunally that is only when you use a 4:3 resolution, as when forcing a widescreen resolution, the 3d view is streached vertically and makes everyone look tall and skinny. But I'm playing at 1600x1200 with widescreen on and streached to fit and it looks nice.

Unfortunally I can't AA to work, or the "full" shadows; anyone have any clues on either of those?


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PostPosted: 23 Aug 2005, 16:16 
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Hello ...
Thanks for that info... :D
It sounds really promising ... but ... all the variations etc ... I'm a little confused... :?

The easiest way to understand what is going on is with screenshots.
Is there any chance you could show us 3 in-game screenshots from the same saved position at the various settings so we can compare them?

- Normal 4x3 ... Widescreen=False
- 4x3 with Widescreen=True
- At a widescreen resolution with Widescreen=True

Thanks.


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PostPosted: 23 Aug 2005, 22:09 
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I'm afraid it is still going to be confusing with pics, but I will do my best be as clear as possible:


Default 4:3, Widescreen=False

Fine for 4:3 displays, but sucks for widescreen displays.


16:9, Widescreen=False

Now we have a widescreen resolution, but the the vertical feild of view smaller and the HUD is steached horisonally.


16:9, Widescreen=True

Now the HUD is fine, but the feild of view is streached vertically so everything looks tall and skinny.


4:3, Widescreen=True

Now everything looks tall and skinny and the HUD is squished horizontally. But if your let your display stretch it to widescreen, everything comes out looking just about proper. Actually, stretching it to 16:9 like I have been doing makes it just a bit stretched; but the aspect ratio should come out perfect when stretching the 4:3 Widescreen=True image to 16:10.


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PostPosted: 23 Aug 2005, 23:47 
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Thanks for the screenshots ... they have made things a lot clearer ... although I have found it quite hard to get my head around what is going on.

but the aspect ratio should come out perfect when stretching the 4:3 Widescreen=True image to 16:10.
I think you are right.
I did a little playing around ... I think it proves what you think in that quote ...

I took your 800x600 shot for the Default 4x3 Widescreen=False in to Photoshop then I pasted the 4x3 Widescreen=True over the top.
I made the True one semi transparent and then squash it down at the top and bottom until the two guys lined up over each other as best I could.
This layer's size now being 800x500 ... what a coincidence ... 16:10 ... 1920x1200 !... :shock:

My brain hurts ... :D

I could be wrong ... but I think this means that those black bars in the original Default 4x3 Widescreen=False are hiding an image that has the correct FOV for a widescreen ... 16:10.
I think this is so that it looks and feels right when the black bars are on for those using a 4x3 screen.
and so ...
I think this means that the ... 4x3 Widescreen=True ... image does have the correct widescreen FOV with nothing chopped off top and bottom ... when stretched to 16:10 ... 8)

1600x1200 stretched to 1920x1200 is going to need that AA though ... :cry:

What a brain twister ... and very strange :?

Thanks again ... :)


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PostPosted: 24 Aug 2005, 00:57 
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I'm pretty sure the deal is the game was designed for the Xbox werer 480i/p games are rendered at 640x480 or whatever and the dashboard "widescreen" setting simply controls the FOV and letterboxing. It is odd though that
Widescreen off
is clearly letterboxed to 16:9 while with
Widescreen on
you can see a little more of the ceiling molding on the top and a little more of the tiles at the bottom. So I'm guessing they designed the "widescreen" option on 16x10 pc monitors without thinking about the fact that Xboxs would more likely played with widescreen on 16:9 TVs. Oh well, at least we can play the game in widescreen.

1600x1200 stretched to 1920x1200 is going to need that AA though ... :cry:


No kidding, I'm playing at 1600x1200 on a 852x480 plasma and I could still use some AA. I have a thread about the issue started on their official help forum that doesn't even have a single reply. Feel free to help make some noise about the problem and hopefully we can get a fix:

AA thread


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PostPosted: 24 Aug 2005, 09:49 
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Just a thought with regard to the AA ...
Some games ...
Pariah for example (which also uses the Unreal engine) requires that you disable Post Render FX in order to get AA to work.
Splinter Cell Chaos Theory (also Unreal based) requires that HDR Rendering is turned off in order to get AA.

May be it is something like this ?


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PostPosted: 24 Aug 2005, 21:51 
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There isn't really post-render effects in Advent Rising best I can tell, well maybe for some of the powers effects and such but that should just break AA when it happens like in Max Payne 2 with bullet time and such. I did dissable all the advanced graphics options though just on the chance something there was holding it back, unfortionally that didn't get me any AA. I'm really not sure what the issue could be, I'd just like to see a fix.


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