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Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 07:49
by ttraveler
[snip]

To all the people on here saying that there isn't a problem, please look at the screenshots. Its obvious the screen is cropped and that is not how widescreen works.

I also have thought maybe 4:3 is actually a FOV overshot, but after thinking about it, why is there a perfectly created wrist on the character in 4:3. It seems to me its suppose to be seen all the time, otherwise why is it there in 4:3 at all.

Take a game like battlefield 2, when thats in Vert- widescreen you can still see the characters gun/hand completely just like in a normal 4:3 resolution. So why in Bioshock do we only see half his hand?



Because there is currenty a bug in the wide screen rendering in the game that does not conform to widescreen standards for gaming.


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Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 07:52
by EvilCornbread
I was going to say the same thing and even offer some data to back up what I said (something he fails to do every time he posts).

Here's some data for you: Xbox 360 development requires you to use a 16:9 720p framebuffer (or a 1080p framebuffer, but few do that). All 360 development is inherently widescreen.

Opening up the 4:3 version rather than cropping off the sides of the widescreen version is a fine thing to do. Yes, it's perfectly acceptable. All of you are looking at it from the point of view of 4:3 going to 16:9, but that's most likely not how it's been developed. Look at it as the 16:9 version that's been modified for the 4:3 version. And really, who cares how they modify the 4:3 version? If they want to open up the top and bottoms, like is done with Super35 filming in movies, then fine. Has no bearing on the widescreen version. It's not "widescreen done wrong", or "screwing over the widescreen community".

Yes, they could have used a wider FOV for the widescreen version. The one that they're using might be on the narrow side, and it might contribute to motion sickness. That's an entirely valid concern, though if the FOV was deliberately chosen, I'd honestly rather play it as the designers intended.

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 07:53
by ttraveler
[quote]The point of proper widescreen support is so that you see more than a 4:3 display... with their method if widescreen you see less of the game!

It's a hack, unforgivable when ALL new displays for the past few years have been widescreen. I can run Quake3 unmodified (released in 1999) properly in widescreen, why can't games released almost a decade later support widescreen properly?


you would THINK that is the proper way to support it... but even some movies run that way. James Cameron has been quoted as saying he likes fullscreen better and actually films it as such and crops it the same way for "widescreen" at the theaters.

does not remove the massive LAME sticker on the idea, but "technically" it is widescreen format. Just for all sensible movie/game buffs it is the worst way to go.


The reason the top and bottom of motion pictures are cropped for widescreen cinema is because the lens that films it all is round.


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Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 07:59
by Apple

Because there is currenty a bug in the wide screen rendering in the game that does not conform to widescreen standards for gaming.

8)


More of a rhetorical question, but thanks for backing me up... :lol:

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 07:59
by ttraveler
[snip]

though if the FOV was deliberately chosen, I'd honestly rather play it as the designers intended.



Please provide a link to where it says it was deliberately chosen.

I think it was an unintended mistake to be corrected in a future patch.


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Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 08:08
by EvilCornbread
Please provide a link to where it says it was deliberately chosen.

Well, I did say "if". :-)

And I'll let the developers speak for themselves. It's certainly not my place to publicly quote anyone that I've talked to about it.

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 08:11
by Abram
I'm fairly positive that 2k, or whomever, will fix this issue before too long... but not too quickly because as that 2k moderator stated, most of the dev staff are on vacation.

I'll still be picking up my pre-order up tomorrw and see how long i can hold for a patch (or an awesome fix from this community) before i break down adn play it, becaseu after polaying the demo adn seeing the videos it loks pretty damned good.. but on my 4:3 TV.. may as well since uiàèll see mroe of the game than using my ws monitor.
arg.

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 08:30
by Racer_S
Heres an FOV hack for the demo:

http://dl.tocaedit.com/bioshockdFOV.zip


Reportedly not working on Vista 64bit...


I'll make one for the retail game when I get a hold of it.

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 08:39
by ImmortalZ
Racer_S to the rescue!

Also to the PC ZONE guy : Some of us are above the 1337 gamer idiots found on Kotaku.

To the other guys who simply keep on arguing that what Bioshock does is what it is meant to do : Read up on all the FAQs. Understand what widescreen is and why it is better and why games need to do Hor+ to actually make use of it instead of coming to this thread and bashing the WSGers for complaining.

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 08:41
by Elios
so i just seen an exe in there is this a replacement for the demo exe then?

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 08:44
by Thomas
Heres an FOV hack for the demo:

http://dl.tocaedit.com/bioshockdFOV.zip


Reportedly not working on Vista 64bit...


I'll make one for the retail game when I get a hold of it.


Thanks for the fix! Is there any way you could make it compatible with Vista 64bit once you get hold of the retail version?

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 08:54
by Elios
still no sure how to use the hack readme would nice ;p

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 08:56
by clashie
Heres an FOV hack for the demo:

http://dl.tocaedit.com/bioshockdFOV.zip


Reportedly not working on Vista 64bit...


I'll make one for the retail game when I get a hold of it.


Just wondering but... i'm guessing the way these FOV hacks you make work in a similar way to trainers? How do you come across the memory offsets to it in that case? You can't change it in the first place, so it's not like you can narrow it down with a memory scanner...

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 09:01
by Paddy the Wak
Here is what Racer_S's hack does ... :D



More to come later ... :D

Admin Edit: Adding link to download - http://dl.tocaedit.com/bioshockdFOV.zip and please Digg

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 09:07
by naxeem
In Vista it's quite hard to access other program's memory. Hmm.

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 09:09
by Racer_S
vista works the same as xp in terms of memory access, i believe the reason it doesnt work on 64bit is due to different offsets.


Just wondering but... i'm guessing the way these FOV hacks you make work in a similar way to trainers? How do you come across the memory offsets to it in that case? You can't change it in the first place, so it's not like you can narrow it down with a memory scanner...


the way i found the values was simply an educated guess.. but there is a pattern with all games, which I've learned from experience.

it took longer than usual but I've pinned it down.


also, i threw in a readme. sorry for the confusion.

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 09:17
by Paddy the Wak
for example ...




Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 09:18
by naxeem
I'm not on Vista yet as I had no time to upgrade (going to by the end of next month), but wasn't it planed for Vista to restrict memory access a lot and use a sandbox model for running applications?


Btw, were you looking for a FOV variable manually? - I've been trying to for a minute, but it's quite full of 75.0000.. stuff :)

Do you have experience with Unreal 3 engine already so you know where approx they keep FOV?

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 09:19
by naxeem
for example ...





That triple head of yours... what 3 monitors you use and in which way do you connect those?
Also, how much does it bother to have a monitor edge obstructing the view.

Bioshock: artistic vision - or not as the case may be

Posted: 22 Aug 2007, 09:24
by Elios
i cant seem to make it work i open first then run the game and i should be able to see the change as i hold + right and and have hi * over and over and nothing changes