Half-Life 2: Episode Two

Detailed breakdowns of how games react to widescreen, ultra-wide, 4k and multi-mon
Saturn2888
Posts: 63
Joined: 02 Feb 2010, 23:51

Re: Half-Life 2 Episode 2: Detailed Report

Post by Saturn2888 »

I'd rather not spam another thread, but maybe it's a good idea. Do you know key words I could look for? Maybe someone else remembers.
Tanuki
Posts: 2866
Joined: 07 Jul 2007, 23:55

Re: Half-Life 2 Episode 2: Detailed Report

Post by Tanuki »

http://www.widescreengamingforum.com/forum/viewtopic.php?f=57&t=18742

Not exactly well-traveled terrain for this site it appears.
Saturn2888
Posts: 63
Joined: 02 Feb 2010, 23:51

Re: Half-Life 2 Episode 2: Detailed Report

Post by Saturn2888 »

Hmm nothing there. But good you showed me an L4D one. I just realized any Source engine game would be compatible.
Saturn2888
Posts: 63
Joined: 02 Feb 2010, 23:51

Re: Half-Life 2 Episode 2: Detailed Report

Post by Saturn2888 »

I'm actually using SoftTH now. I did with Portal 2 yesterday and noticed things were vertically stretched on my triple-monitor render resolution so long as I was using 1920x1200 for my main display instead of 1920x1080. I'm assuming as simple tweak of changing the in-game aspect ratio to 16:10 would've corrected this.

My question still stands though, would this correct the display resolution if I try this crazy thing now on Half-Life 2: Episode 2? I'll find out in a minute.
Saturn2888
Posts: 63
Joined: 02 Feb 2010, 23:51

Re: Half-Life 2 Episode 2: Detailed Report

Post by Saturn2888 »

Seems to be fine minus most of the hud being on the sides. Portal 2 didn't have this problem bc the hud was the reticule. I did notice it's insanely hard to find your reticule though.
Post Reply

Who is online

Users browsing this forum: No registered users and 18 guests