Mass Effect 2 does NOT properly support Eyefinity

Hardware discussions about AMD Eyefinity
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Paddy the Wak
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by Paddy the Wak »

Perhaps you should have made it more clear about the playful intent of your post ... maybe include a smiley next time.

My comment about the behavior of Insiders has nothing to do with the automatic Insider thing and it wasn't even remotely implied as such.
Insiders are expected to post by example and had your post been as I read it (because of that lack of "playful" intent being made clear) it is not a good example of of Insider attitude.

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StingingVelvet
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by StingingVelvet »

I never use smileys, I don't think the comment could be seen by anyone as offensive under normal circumstances, and I sent you a PM on the other issues.

Back on topic: does ANY Unreal Engine 3 game officially support multiple monitors?
Tanshin
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by Tanshin »

I never use smileys, I don't think the comment could be seen by anyone as offensive under normal circumstances, and I sent you a PM on the other issues.

Back on topic: does ANY Unreal Engine 3 game officially support multiple monitors?



I don't think any of them natively support triple screen.

Here is a list of all the games. http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
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Downtown1
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by Downtown1 »

[quote]I never use smileys, I don't think the comment could be seen by anyone as offensive under normal circumstances, and I sent you a PM on the other issues.

Back on topic: does ANY Unreal Engine 3 game officially support multiple monitors?



I don't think any of them natively support triple screen.

Here is a list of all the games. http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games

Batman: Arkham Asylum works natively 99%, only problem is the FOV zooms in when you finish a combo, that's fixable with a FOV bind though.
Come on, the Batman one should be obvious if you've been following EyeFinity at all, it was used in one of the promo videos.

BioShock/BioShock 2 both work natively after they got patched by 2K Games. Or perhaps people forgot the big can of whoopass we unleashed on 2K Games when the first BioShock came out Vert- for WS?

Borderlands works pretty well with a FOV bind (except that zooming in is farrrr too much). I understand people might not realize this since it was a fairly obscure game relative to the others I listed.

There's probably a few more games there too, I just haven't played every single one of them (especially the unpopular ones).
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StingingVelvet
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by StingingVelvet »

Those all use an FOV bind but Batman, correct? I know Bioshock 2 stretches natively, not sure about 1.

In any event, if Batman does it then they should be able to make ME2 do it, as far as licensing issues and officially tested engine abilities, which is what I was getting at. The expense of such a fix would be the key factor and if it was the first time ever for the UE3 to officially support it that would drive up the cost I would think.
noquarter
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by noquarter »

Those all use an FOV bind but Batman, correct? I know Bioshock 2 stretches natively, not sure about 1.

In any event, if Batman does it then they should be able to make ME2 do it, as far as licensing issues and officially tested engine abilities, which is what I was getting at. The expense of such a fix would be the key factor and if it was the first time ever for the UE3 to officially support it that would drive up the cost I would think.


No, Bioshock 1 is native with patch 1.02 (introduces 'Lock horizontal' option), no FoV bind required, only HUD is stretched. Game engine wise multi-monitor should be a very easy fix, doing vert- or hor+ is just a simple choice of math. Building a game engine from the ground up it would take no extra work to make a game hor+ instead of vert-, it's your choice on how to set up the viewport but it has to be done either way. It actually takes extra work to make it hor+ switching to vert- past a certain resolution like UE3 does, so they made a conscious decision to add this limitation.

It would probably take 15 minutes to search the UE3 code and find the line of code arbitrarily locking horizontal and unlock it (delete it), which would at least give us full view of a streched HUD a la Bioshock instead of partial view of one like Mass Effect. It's more an issue of having the foresight to do this.

But one news site did say they were going to look into it.. http://www.pcgameshardware.com/aid,704064/Mass-Effect-2-with-Eyefinity-problems-Patch-under-construction/News/
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StingingVelvet
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by StingingVelvet »

Well I knew the solution was simple, I was more worried about the testing cost and the possibly license issues, like getting Epic to allow a change in the engine that was not previously agreed to in their license agreement.

If Batman (and BioShock) support TH natively though, then those costs are likely minimal as well, so they really have no excuse not to patch it.
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Downtown1
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by Downtown1 »

If a game supports surround with a FOV bind then it supports surround, they were just too sloppy to calculate the FOV from the resolution instead of using a predefined FOV for a predefined aspect ratio. As for UI, it's comparatively trivial since you're working in a 2D space, the trick is just to get it to not be Vert- (and optionally not stretch, or better yet be centered).

were going to look into it.. http://www.pcgameshardware.com/aid,704064/Mass-Effect-2-with-Eyefinity-problems-Patch-under-construction/News/

Old, old, thought this was new.

I think I'll just stick to complaining about BioWare till they get off their asses and fix it, it's been over a month since that post and still no EF fix.
boredtotears001
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by boredtotears001 »

I don't understand why we are letting Bioware get away with this so easily...

People are boycotting Global Agenda for, basically, the same exact reason. You say you gave 2k Games hell because they didn't have support. So why does Bioware get away without a scratch? We should be flooding their forums with requests to get this patched and keep it up until it does. They are not going to scour the web to find people unhappy with their game so we need to bring this information straight to their doorstep. I have started a thread here http://social.bioware.com/forum/1/topic/106/index/1533069
noquarter
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by noquarter »

I don't understand why we are letting Bioware get away with this so easily...

People are boycotting Global Agenda for, basically, the same exact reason. You say you gave 2k Games hell because they didn't have support. So why does Bioware get away without a scratch? We should be flooding their forums with requests to get this patched and keep it up until it does. They are not going to scour the web to find people unhappy with their game so we need to bring this information straight to their doorstep. I have started a thread here http://social.bioware.com/forum/1/topic/106/index/1533069


I'm there.
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StingingVelvet
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by StingingVelvet »

If a game supports surround with a FOV bind then it supports surround, they were just too sloppy to calculate the FOV from the resolution instead of using a predefined FOV for a predefined aspect ratio. As for UI, it's comparatively trivial since you're working in a 2D space, the trick is just to get it to not be Vert- (and optionally not stretch, or better yet be centered).


I don't think you really understood what I was getting at, but it's cool... I meant more money/testing/license issues with Epic than I meant possibility.
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Downtown1
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by Downtown1 »

So there.
noquarter
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by noquarter »

Damn we got shot down:

Hey,



While ATI's EyeFinity product is really cool, BioWare did not commit to supporting it on Mass Effect 2.



The link to the PC Games Hardware article posted by boredtotears001 does not quote a specific ATI or BioWare rep, so I can't really comment on it. The link to the image posted by noquarter7 is a list of *potential* titles and developers from an ATI slide presentation, not an actual list of supported titles. See the ATI rep's comments in this thread:



http://www.widescreengamingforum.com/forum/viewtopic.php?f=64&t=18199



That being said, we did investigate the possibility of adding this support in a patch. Unfortunately, what we found indicates that it would not be a quick or simple change. Therefore, we can’t add EyeFinity support to Mass Effect 2 at this time. Should that change in the future, we will let you know.


Thanks!




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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by morfinx »

Do you have a link to the original post?

Damn we got shot down:
Tanuki
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by Tanuki »

Do you have a link to the original post?


I just read this myself.

http://social.bioware.com/forum/1/topic/106/index/1533069/2

To be frank I kind of suspected this given the vagueness of the original article claiming the patch was on the way. My biggest clue, the original Mass Effect in its current form.

Sorry for the tough break MMers.

EDIT - I also wouldn't be suprised if the DA:O issue does not get fixed as well.
noquarter
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by noquarter »

Yea I suspected the answer was going to be no, but I wanted them to say it one way or the other to clear things up. Now I at least know not to wait for ultra-wide support. I'll probably wait till it's down to $20 though, I'm excited enough about multi-monitor to vote with my pocketbook.. was the main reason I bought Bad Company 2 :)
MaxDarklighter
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by MaxDarklighter »

Guys!!! Here is FOV solution! Finnaly I find it on some russian forum!
So here what thay done:

Can it help?!?
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suiken_2mieu
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by suiken_2mieu »

Guys!!! Here is FOV solution! Finnaly I find it on some russian forum!
...
Can it help?!?

Sure, What exactly did they do to get the FOV to change? Do you have a link to the forum?
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by MaxDarklighter »

Ye no problem!
Here it is: http://forums.ag.ru/?board=ti_main&action=display&s=0&num=1267803654

Under Технический FAQ section, than click Изменение угла обзора

That if you know russian of course :D
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Re: Mass Effect 2 does NOT properly support Eyefinity

Post by suiken_2mieu »

For anyone looking.

Скачиваем отредактированный Coalesced.ini (свой перед заменой желательно забэкапить).
Для смены угла обзора в игре используем следующие клавиши:
Numpad 0 - 70 (угол обзора по умолчанию )
Numpad 1 - 80
Numpad 2 - 90
Numpad 3 - 100
Numpad 4 - 110
Numpad 5 - 120
Numpad 6 - 130
Numpad 7 - 140
Numpad 8 - 150
Numpad 9 - 160

Скриншот для сравнения:



Замечания от bbbk:

Если выставить значение TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=512,LODBias=0), в секции [SystemSettings] , то именно это и приводит к артефактам в диалогах(Fov-дефолтный):некоторые лица становятся коричневыми, и приходится увеличивать FOV. С другими графическими настр. не связано.Так что MaxLODSize=256 -так и оставить. Теперь можно изменяя Fov-(40-90) прибл. и отдал. лица в диалогах без появления артефактов.
Вообще, увеличение параметров MaxLODSize в TEXTUREGROUP_... в секции [SystemSettings] приводит к различным графическим артефактам.

Для изменения на лету Fov(изменение угла обзора) в карте,сканировании планет, диалогах, при передвижении необходимо добавить в секцию [SFXGame.SFXGameModeBase]:

Bindings=( Name="BackSpace", Command="fov 55" )
Bindings=( Name="End", Command="fov 15" )
Bindings=( Name="Home", Command="fov 10" )
Bindings=( Name="Insert", Command="fov 30" )
Bindings=( Name="Delete", Command="fov 20" )
Bindings=( Name="NumPadZero", Command="fov 0" )
Bindings=( Name="NumPadOne", Command="fov 40" )
Bindings=( Name="NumPadTwo", Command="fov 50" )
Bindings=( Name="NumPadThree", Command="fov 60" )
Bindings=( Name="NumPadFour", Command="fov 70" )
Bindings=( Name="NumPadFive", Command="fov 75" )
Bindings=( Name="NumPadSix", Command="fov 80" )
Bindings=( Name="NumPadSeven", Command="fov 85" )
Bindings=( Name="NumPadEight", Command="fov 90" )
Bindings=( Name="NumPadNine", Command="fov 95" )
Bindings=( Name="Divide", Command="fov 100" ) ; клавиша "NumPad /"
Bindings=( Name="Multiply", Command="fov 105" ) ; клавиша "NumPad *"
Bindings=( Name="Subtract", Command="fov 110" ) ; клавиша "NumPad -"
Bindings=( Name="Add", Command="fov 115" ) ; клавиша "NumPad +"

Так можно одними клавишами приближать,удалять изображение сразу в нескольких режимах не лету. Соответственно нет необходимости прописывать это в секцию [SFXGame.SFXGameModeDefault] после строк Bindings=( Name="LeftShift", Command="PC_EnterCommandMenu" )
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