Skyrim Multi-Monitor User Interface Fix Discussion

Topics about game solutions, and success or failure in getting them to work.
c69
Posts: 108
Joined: 04 Nov 2011, 07:13

Just tested CF.eyefinity

Post by c69 »

Just tested CF.eyefinity (again) with 11.11 cap2, and it is still seeing negative scaling, although it is not locking up like it did at launch with 11.10. Sometimes radeon pro will report usage of both GPUs at 70%, and will see a slight fps improve, but more often both are used less than 50% and fps drops alot.

AMD said there is an upcoming driver fix. Given their prior release schedule, I give it 2 weeks minimum.
kohan69
Posts: 48
Joined: 09 Feb 2006, 00:23

snuble wrote:Dont know if its

Post by kohan69 »

Dont know if its by design, but having problems when enemy uses magick. Its like Battlefield 3 where any lightsource seems to fill the screen. In Skyrim flame using enemies just flood the screen with flames, maybe its same as BF3 with wrong scaling of effect?

not a bug
FamilyManFirst
Posts: 2
Joined: 21 Nov 2011, 04:59

Amazing people

Post by FamilyManFirst »

First post here, folks. I am stunned by the support that this game has gotten from this, a completely non-Bethesda site. The game was published effectively unplayable (in my opinion) on multi-monitor. Within 24 hours Helifax had a good start on a fix with the Cheat Engine. Within 48 hours Hayden had his first standalone fix. Both made the game playable, albeit with issues. In only a little over a week their fixes have been refined to the point that they're now addressing the small side-issues. Unbelievable. I stand in awe.

I've donated to the ChipIn and I encourage others to do the same. These folks deserve every penny.
frag85
Posts: 77
Joined: 01 Jul 2010, 20:01

I've got an issue with .4a

Post by frag85 »

I've got an issue with .4a and it moving the HUD to the left monitor when I sneak with CTRL (default crouch). I prefer the centered HUD, but with my bezel correction (96 pixels), the right side of the "P" menu is 'behind' the bezel, this is not game breaking though.

edit: Tried .4b. Had no cursor on the map; made the map mostly useless. There were other alignment issues, things getting put partly on the left monitor, loading screens squished, but spread out over 3 screens.

I went back to .3. This seems to be the best for my setup, I hardly ever have issues with anything.

3840x980 window, 4032x1024 fullscreen.
frag85
Posts: 77
Joined: 01 Jul 2010, 20:01

kohan69 wrote:snuble

Post by frag85 »

[quote]Dont know if its by design, but having problems when enemy uses magick. Its like Battlefield 3 where any lightsource seems to fill the screen. In Skyrim flame using enemies just flood the screen with flames, maybe its same as BF3 with wrong scaling of effect?

not a bug

Just be glad the game doesn't use mainstream BLOOM! :bigsmile: (which is getting out of hand over the past decade of games....)
eclypss
Posts: 1
Joined: 21 Nov 2011, 06:05

Thank you!

Post by eclypss »

Registered here just to say thanks to HaYDeN, Helifax and everyone here for making Skyrim playable on multi-monitor setups. I will definitely be making a donation for all this effort!
HaYDeN's 0.4B is working great for me so far, only issue I had was the lockpick screen is zoomed it quite a bit (still usable though). Another very minor thing I noticed was the falling snow seems like it's a lot bigger vs when I ran single monitor. I'm guessing maybe the particles are being stretched out when running multiple displays. I'm running 2x GTX 560 Ti @ 6000x1080. Everything else is perfection :) Thanks again for all the effort.
BobMarkinson
Posts: 11
Joined: 19 Nov 2011, 08:05

c69 wrote:BobMarkinson

Post by BobMarkinson »

[quote][quote][quote]Just installed ati's 11.11 - same issue. :
Running on a 6950, Win7 32 bit, 4 GB.


Run msconfig and shut down all non-Microsoft system services, reboot, make sure the services are still off, then try the game.

I dont think the fix has anything to do with your crash.

All non-MS services are now off. Removed userva via bcdedit. My setup is a basic Win7 install - no special HW, all other apps/games work without problems. Nothing overclocked.

The new fix is definitely triggering the crash as 0.1 was working well. 0.3 and both versions of 0.4 are crashing the TESV.EXE process the second they try to rescale the intro (menu). If I try to inject the patch after launching the game, it'll immediately crash TESV.EXE.

I'd love to enable some kind of crash dump process to help diagnose the issue I'm encountering...

Are you on Win7 32bit? I am on 64-bit, and I imagine 99% of this forum is as well, because of the need/desire to avoid the memory constraints of 32bit windows. Just a thought. Good luck.

Yes, I'm on Win7 32 bit. I agree, most people would be on 64 bit. In the past, I've been able to get around the memory constraints of 32 bit windows via the userva command. There's only a handful of games that need more that 2 GB address space - and usually increasing it via the userva parameter is sufficient.
I'm guessing that the recent fix is only working for 64 bit OSes. :

Hayden, any chance you could let me know if this could be the reason why it's not working for me?

Anyone using Hayden's 0.3 and later fixes on 32 bit?
wt73
Posts: 55
Joined: 11 Nov 2011, 17:43

FamilyManFirst wrote:First

Post by wt73 »

First post here, folks. I am stunned by the support that this game has gotten from this, a completely non-Bethesda site. The game was published effectively unplayable (in my opinion) on multi-monitor. Within 24 hours Helifax had a good start on a fix with the Cheat Engine. Within 48 hours Hayden had his first standalone fix. Both made the game playable, albeit with issues. In only a little over a week their fixes have been refined to the point that they're now addressing the small side-issues. Unbelievable. I stand in awe.

I've donated to the ChipIn and I encourage others to do the same. These folks deserve every penny.



I can only speak for myself, but I think there are quite a few people that feel the same way. Thousands of lurkers and hundreds of posters
BobMarkinson
Posts: 11
Joined: 19 Nov 2011, 08:05

BobMarkinson wrote:c69

Post by BobMarkinson »

[quote][quote][quote][quote]Just installed ati's 11.11 - same issue. :
Running on a 6950, Win7 32 bit, 4 GB.



All non-MS services are now off. Removed userva via bcdedit. My setup is a basic Win7 install - no special HW, all other apps/games work without problems. Nothing overclocked.

The new fix is definitely triggering the crash as 0.1 was working well. 0.3 and both versions of 0.4 are crashing the TESV.EXE process the second they try to rescale the intro (menu). If I try to inject the patch after launching the game, it'll immediately crash TESV.EXE.

I'd love to enable some kind of crash dump process to help diagnose the issue I'm encountering...

Are you on Win7 32bit? I am on 64-bit, and I imagine 99% of this forum is as well, because of the need/desire to avoid the memory constraints of 32bit windows. Just a thought. Good luck.

Yes, I'm on Win7 32 bit. I agree, most people would be on 64 bit. In the past, I've been able to get around the memory constraints of 32 bit windows via the userva command. There's only a handful of games that need more that 2 GB address space - and usually increasing it via the userva parameter is sufficient.
I'm guessing that the recent fix is only working for 64 bit OSes. :

Hayden, any chance you could let me know if this could be the reason why it's not working for me?

Anyone using Hayden's 0.3 and later fixes on 32 bit?

Installed windows debugging tools and captured the crash via a memory dump. Here's a section from the debugger output that might be helpful from the 2nd exception (access violation):

This dump file has an exception of interest stored in it.
The stored exception information can be accessed via .ecxr.
(9c8.a98): Access violation - code c0000005 (first/second chance not available)
eax=120f220c ebx=00000001 ecx=0012f7dc edx=00000000 esi=00000000 edi=fffffffe
eip=00bf1c00 esp=0012f7c8 ebp=0012f80c iopl=0 nv up ei pl nz na pe nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00010206
*** ERROR: Module load completed but symbols could not be loaded for TESV.exe
TESV+0x7f1c00:
00bf1c00 55 push ebp

The first exception was a "epr_Process_Shut_Down_TESV.exe"

Hopefully this can help...
njb1987
Posts: 8
Joined: 03 Nov 2011, 23:40

Have tried 0.4A and

Post by njb1987 »

Have tried 0.4A and everything works well except the lockpicking is very zoomed in, I will also try 0.4B and let you know if I see any issues.

I am only new to Eyefinity but is it normal for the side screens to be very zoomed in, almost like a fisk bowl effect but it zooms in quite a bit and is a bit distracting when i spot something like a goat which is actually in the far distance but then look at it straight and can barely spot it on the centre screen.... any tips?
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HaYDeN
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njb1987 wrote:Have tried 0.4A

Post by HaYDeN »

Have tried 0.4A and everything works well except the lockpicking is very zoomed in, I will also try 0.4B and let you know if I see any issues.

I am only new to Eyefinity but is it normal for the side screens to be very zoomed in, almost like a fisk bowl effect but it zooms in quite a bit and is a bit distracting when i spot something like a goat which is actually in the far distance but then look at it straight and can barely spot it on the centre screen.... any tips?


That is the way that Eyefinity works - or any form of surround gaming with a higher FOV, the high FOV makes it more pronounced, you shouldn't generally be looking at the side monitors, turn (in-game) if you want to look at something, you will get it and it will come natural after some hours.
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thales100
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wt73 wrote:FamilyManFirst

Post by thales100 »

[quote]I've donated to the ChipIn and I encourage others to do the same. These folks deserve every penny.



I can only speak for myself, but I think there are quite a few people that feel the same way. Thousands of lurkers and hundreds of posters

Thanks for donating guys, thats the way a public and free forum is, all coders and the WSGF team feels great for having a good feedback from the gaming community, of course if you feel like donating for the coders, dont hesitate, they have put many hours of hard and tedious work on this ( btw yes i've donated).

Please check here to donate for WSGF coders
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AussieTimmeh
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Thanks to everyone who

Post by AussieTimmeh »

Thanks to everyone who donates to help these guys cover the cost of their tools and for some of their time, although they donate their time for free.

Also wanted to say on behalf of everyone on the forum a big thanks to thales100 for his tireless effort keeping the Skyrim Detailed Report updated as much as possible, to make it easy for people to find the latest information available.

I can't wait to play Skyrim in Eyefinity, been watching this thread closely! 8)
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frankyman
Posts: 4
Joined: 13 Nov 2011, 01:47

Thanks for the great work

Post by frankyman »

Thanks for the great work HaYDeN and Helifax! I tried the latest 4a release, however the map didn't work properly, so I tried 4B and it seems to have fixed everything. Thanks!
Exodus
Posts: 58
Joined: 16 Nov 2011, 05:18

thales100 wrote:wt73

Post by Exodus »

[quote][quote]I've donated to the ChipIn and I encourage others to do the same. These folks deserve every penny.



I can only speak for myself, but I think there are quite a few people that feel the same way. Thousands of lurkers and hundreds of posters

Thanks for donating guys, thats the way a public and free forum is, all coders and the WSGF team feels great for having a good feedback from the gaming community, of course if you feel like donating for the coders, dont hesitate, they have put many hours of hard and tedious work on this ( btw yes i've donated).

Please check here to donate for WSGF coders


I just donated and it is worth every penny and probably wasn't enough. Thank you Helifax (Who first got this game playable for me) and to you HaYDeN for the final fixes that has made this game so enjoyable for me. Thanks to everyone else who picthed in as well! I LOVE this game in eyefinity and my experience with this game would have been so much less if I had to play it on a single monitor. I am new to Eyefinity and am learning little by little what you guys had to do to manipulate this game and hope I can help contribute to other solutions in the future.

Thanks again!

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thales100
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BobMarkinson wrote: Hayden,

Post by thales100 »

Hayden, any chance you could let me know if this could be the reason why it's not working for me?

Anyone using Hayden's 0.3 and later fixes on 32 bit?


Hey BobMarkinson, i contacted HaYDeN today and he told me it should work on 32 bit, but he cant test it, are you running it as admin ?
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HaYDeN
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What is prefered?Zoomed in

Post by HaYDeN »

What is prefered?

Zoomed in Lock picking or Darkened lock picking?
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thales100
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HaYDeN wrote:What is

Post by thales100 »

What is prefered?

Zoomed in Lock picking or Darkened lock picking?


Darkened lock picking, but with the correct FOV for me. I hate zoomed in stuff. |(
profd
Posts: 16
Joined: 01 May 2011, 17:59

I actually prefer the zoomed.

Post by profd »

I actually prefer the zoomed. I thought it was supposed to be like that at first. Like you have your head right up to the lock :)
frankyman
Posts: 4
Joined: 13 Nov 2011, 01:47

Yeah, I must say that I

Post by frankyman »

Yeah, I must say that I prefer the zoomed, correct brightness option. Otherwise it's a bit hard to see what I'm doing in the middle of the day with the ambient light reflecting off my screen :P
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