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Thanks again

Posted: 05 Mar 2012, 22:12
by willdearborn
Thanks again Helifax. This new plugin is the best yet. The auto enabling feature works perfectly for me. The only thing I notice now is that the text in books is slightly offset to the right. They are perfectly readable and it really takes nothing away, just thought I'd point it out. The map is now perfect and the locations are in the correct places. If the books and map offset are tied together somehow, it's much better this way. If the aren't independent, and either the books or map have to be offset, I'd much rather see it stay as it is now. The map locations are much more important than the book text being slightly off.
Thanks!

helifax]helifax wrote:helifax

Posted: 05 Mar 2012, 22:21
by Bumpinthenight
Hi all,
Fix will now enable itself automatically after 4 seconds once the TESV.exe was launched into execution - So no more manually enabling it.. Please test this and let me know if it works (Main menu should be perfectly scaled)
Helifax


Perfect, just tried it and it works exactly as advertised. Most excellent :) Btw the main menu does scale perfectly just the imperial symbol is kind of squashed and half way into the first and second screen. Oh and the dialog box for fast travel is still full size, occupies the entire third screen and doesn't show its text inside (this is how it shows by default as well)

Phrayzur wrote:Exodus

Posted: 05 Mar 2012, 22:52
by Exodus
[quote][quote]I'm very new to the whole triple monitor thing as well as this forum. I may not even be putting this post at the end :)

First thanks to Hayden and Helifax for putting all this work into these fixes. Those of us who can't code really appreciate it!

I'm running a Radeon 6950 setup. I'm wondering what the best resolution would be to run the game in. I keep hearing 5040x1050 referred to as "normal". What do you mean by normal?
I've been getting it to run at 5760x1080. Would it look better at 5040x1050? If so, is there a way to get my monitors to think they can do that? I'm running 3 ASUS VE278Q. I don't think they offer that resolution. Unless i'm mistaken.

Thanks for your help!!



No, running this at 5760x1080 is what you want to do and there is no reason to try and change it. It would not look better for you at 5040x1050. You want to run this at your combined nativel resolution for your system, it's just that, for a lot of people, that resolution is 5040x1050. I run at the same resolution you do.

Phrayzur,

If you are sure that something isn't right about how your display looks it could also be your FOV (Field of View) settings. I am at work right now and I can't remember if WSF has a setting for FOV. I know HaYDeN's last fix had a modifyable setting for FOV when you ran it but I'm not sure about WSF. Anyway if you want to mess with your field of view. below is how you can manually modify it in the skyrim.ini file. If you think the your game looks fine as is and were just wondering if you would get a better look with the other resolution I wouldn't mess with this. I think my FOV is set to 90 but I can't remember for sure.

The default Field of View is fairly narrow — between 60 and 75 — which works well for TVs, since you’re sitting further away from the screen, but PC gamers are more accustomed to higher FOVs. Compare the default FOV to a FOV of 90.
1. Go to your My Documents -> My Games -> Skyrim -> skyrim
2. Create a backup of the skyrim.ini file
3. Open the file, then scroll down to where it says [General]
4. At the bottom of this section, add fdefaultfov=XX (where XX is the FOV value you want to change to)
5.Save, exit, and play


Also, if you just think the game graphics could look better you are right and there are plenty of graphics mods on Skyrim Nexus that you can download to make this game look a whole lot better.

Helifax, ur latest fix works

Posted: 05 Mar 2012, 22:55
by Brewski789
.

Brewski789 wrote:Helifax, ur

Posted: 05 Mar 2012, 22:58
by helifax
Helifax, ur latest fix works well, but im getting an annoying amount of mouse lag. It didnt happen on ur r312 fix.
Could u look into this?

Edit: found some new things after testing
*Compass tends to switch screens when leaving menus
*skills menus scales incorrectly (oddly it fixes itself if you open the items menu, close it, and then open skills again)


For the skills, sometimes I noticed is not scalling properly the 1st time. You just need to close it and re-open it. For the compass thing, that is a known issue described in the DR also and 1st post of the fix:)

dopefish wrote:I noticed that

Posted: 05 Mar 2012, 22:59
by Exodus
I noticed that the HUD centering is slightly to the left in other games when using Eyefinity, as well. I never did pinpoint the issue since all of the resolution values and bezel offsets lined up correctly. I'll revisit this when I get a chance and see what I can come up with.

Regarding not making the source code public,
I keep it closed because I see no reason at the moment to make it public. It won't really help anyone. If someone is interested in developing plugins or making fixes for games, just get a hold of me and I'll work with you. Another reason is that Widescreen Fixer itself, and the library APIs, are constantly changing. As games come out and new methods are needed or I come up with better ways of doing things the API will be updated and changed to meet the needs. Making the source public will cause people to create plugins for specific APIs that break during the next update. Just with helifax alone we ran into the API problem. With the source closed this makes it necessary for people to get in contact with me and we can merge plugins, update plugins, add new plugins, etc. and they get maintained more easily that way.



I agree with this logic and I don't think any of the other developers here are asking for this so much as they would just like to understand what is being fixed. I think the concern here is that a lot of people plan on playing this game for a long time like Oblivion and people are worried that if Helifax and HaYDeN dissapear that no one else knows what to do to keep these fixes going. I think people just want the source to figure this part out. I am learning but I am still a long way of even being able to write a plug in for your WSF.

I added helifax's fix to SVN

Posted: 05 Mar 2012, 23:00
by dopefish
I added helifax's fix to SVN and cleaned up a few things.

Download the new version (r394) from the Widescreen Fixer website. The newest Skyrim plugin is included so don't overwrite it with the files found in posts older than this one.

wat about the mouse

Posted: 05 Mar 2012, 23:08
by Brewski789
.

Bumpinthenight wrote:helifax

Posted: 05 Mar 2012, 23:11
by helifax
[quote]Hi all,
Fix will now enable itself automatically after 4 seconds once the TESV.exe was launched into execution - So no more manually enabling it.. Please test this and let me know if it works (Main menu should be perfectly scaled)
Helifax


Perfect, just tried it and it works exactly as advertised. Most excellent :) Btw the main menu does scale perfectly just the imperial symbol is kind of squashed and half way into the first and second screen. Oh and the dialog box for fast travel is still full size, occupies the entire third screen and doesn't show its text inside (this is how it shows by default as well)

Hi,

I know I dont do any AR corrections (Aspect Ratios) since this only appears in the menu and loading screens. Until Skyrim finishes all the damn updates I will not look into it...Once we have a FINAL release then I can add alot of things to it.... Why I do this? Because is easier for me to maintain the fix with each patch...

Brewski789 wrote:wat about

Posted: 05 Mar 2012, 23:35
by helifax
wat about the mouse lag?

anyone else getting mouse lag???


Hi! I don't get any mouse lag only a bit of acceleration on H in Map mode....the rest of the game works very good for me....:) Are you sure you are not using any mods that might interfere?

Best Regards,

Brewski789 wrote:wat about

Posted: 05 Mar 2012, 23:40
by Exodus
wat about the mouse lag?

anyone else getting mouse lag???



So far I haven't had any issues with mouse or lag and if it was working fine before Helifax's fix I'm not sure what would be causing it now. You could try these two fixes for mouse lag problems and see if they help.

Disabling mouse smoothing/acceleration

Mouse acceleration can be more frustrating than helpful, and there’s no in-game option to disable it.
1. Go to your Steam Directory -> steamapps -> common -> skyrim -> Skyrim
2. Create a backup of the SkyrimPrefs.ini file
3. Open the file, then scroll down to where it says [Controls] and find bMouseAcceleration=1
4. Change to bMouseAcceleration=0
5.Save, exit, and play


Fixing the vsync “laggy mouse” problem

If the mouse acceleration fix didn’t solve all your sluggish mouse issues, try this one. Also be sure to disable all gamepad support.
1. Go to your Steam Directory -> steamapps -> common -> skyrim -> Skyrim
2. Create a backup of the SkyrimPrefs.ini file
3. Open the file, then scroll down to where it says [Display]
4. Add to the bottom of the section iPresentInterval=0
5. Save, exit, and play

helifax wrote:Hi,I know I

Posted: 05 Mar 2012, 23:58
by Bumpinthenight
Hi,

I know I dont do any AR corrections (Aspect Ratios) since this only appears in the menu and loading screens. Until Skyrim finishes all the damn updates I will not look into it...Once we have a FINAL release then I can add alot of things to it.... Why I do this? Because is easier for me to maintain the fix with each patch...


All good, the inventory & dialog menus work great under your fix which is what's truly important to me any ways :)

Bumpinthenight wrote:Exodus

Posted: 06 Mar 2012, 00:10
by Exodus
[quote]When TestV is run, is it fully loaded into memory, or are parts of it swapped in and out of memory?

The app or the app and all of its data? The data is swapped in and out as needed, otherwise you'd see TESV occupying the same amount of memory as the data folder which is way more then the 32bit executable can map. You'll also notice that when you're running around a small indoors area the game's system and vram usage is lower then say wandering the wilderness and the amounts will grow/shrink as you change zones. If the game had a genuine 64bit executable it could probably throw the entire thing into system ram (provided you have enough room) but currently it has to pick and choose what's relevant to the scenes you're in due to the 4.3GB limit of a 32bit LAA enabled executable.

Meanwhile, a hacky work-around to that if you're looking to take advantage of a lot of system ram is to make a ramdisk, throw the game's folder in there and launch from there. ;)


Hey Bump, thanks for the reply. Yeah I was wondering about the app itself. I was just confused as to some of the things that were going on when I was loading the file into memory. For example in CE some of the executables aren't fully loaded and I was wondering if the TESTV executable was functioning the same way. I have so much to learn when it comes to windows development and how the Kernel itself handles memory. Anyway this was the result of getting sidetracked. I don't think I'm coming up with any fixes anytime soon but now I've done enough to want to keep learing about how to go about it. lol

The fix is working great for

Posted: 06 Mar 2012, 00:20
by Ryukan
The fix is working great for me, takes care of all the issues I have with the game on a multi-mon setup.

I am seeing a weird issue that I think is separate from the fix or anything and it has to do with really bad screen clipping or bleeding on the sides of the screen when I am up against walls or other objects. The background seems to clip right through the foreground objects/geometry as can be seen in the screenshot below. I remember seeing this same thing in Deus Ex: Human Revolution as well, it was especially bad when crealing through ducts.



This effect occurs on the left or the right of the screen depending on which wall I am hugging and if I get right next to an object like a sign or something it gets clipped through as well. If I move just a bit away from the wall it goes away.

Can anyone clue me in as to what causes this and what I could do to get rid of it?

Exodus wrote:Bumpinthenight

Posted: 06 Mar 2012, 00:22
by helifax
[quote][quote]When TestV is run, is it fully loaded into memory, or are parts of it swapped in and out of memory?

The app or the app and all of its data? The data is swapped in and out as needed, otherwise you'd see TESV occupying the same amount of memory as the data folder which is way more then the 32bit executable can map. You'll also notice that when you're running around a small indoors area the game's system and vram usage is lower then say wandering the wilderness and the amounts will grow/shrink as you change zones. If the game had a genuine 64bit executable it could probably throw the entire thing into system ram (provided you have enough room) but currently it has to pick and choose what's relevant to the scenes you're in due to the 4.3GB limit of a 32bit LAA enabled executable.

Meanwhile, a hacky work-around to that if you're looking to take advantage of a lot of system ram is to make a ramdisk, throw the game's folder in there and launch from there. ;)


Hey Bump, thanks for the reply. Yeah I was wondering about the app itself. I was just confused as to some of the things that were going on when I was loading the file into memory. For example in CE some of the executables aren't fully loaded and I was wondering if the TESTV executable was functioning the same way. I have so much to learn when it comes to windows development and how the Kernel itself handles memory. Anyway this was the result of getting sidetracked. I don't think I'm coming up with any fixes anytime soon but now I've done enough to want to keep learing about how to go about it. lol

TESV is fully loaded... now in CT you have a small 2 options:

Writable and Executable. Not all of the memory regions are marked as writable (some are Read-Only). The same for Executable. You should enable in CT the correct option when you do a search to see all the memory regions that are allocated by a program. Be advised that the same memory locations can also be used by other applications (like nvidia/amd drivers for example)
;))
Hope this sheds some light;))

Best Regards,
Helifax

Exodus wrote:I agree with

Posted: 06 Mar 2012, 00:27
by dopefish
I agree with this logic and I don't think any of the other developers here are asking for this so much as they would just like to understand what is being fixed. I think the concern here is that a lot of people plan on playing this game for a long time like Oblivion and people are worried that if Helifax and HaYDeN dissapear that no one else knows what to do to keep these fixes going. I think people just want the source to figure this part out. I am learning but I am still a long way of even being able to write a plug in for your WSF.


I have always said that if I ever abandon Widescreen Fixer or no longer have time to maintain it then I will open-source it and make it available to everyone. I'm sure the other plugin authors wouldn't mind either.

Can anyone clue me in as to what causes this and what I could do to get rid of it?


There's really not much that can be done about this. It affects almost all games and it just has to do with the camera clipping into the walls because the view is so wide.

The new plugin does not auto

Posted: 06 Mar 2012, 00:28
by onthemour
The new plugin does not auto excecute for me and I can't enable it manually. The TESV.exe loads the launcer. I have always used the skse loader to start my game

Will this work with playing

Posted: 06 Mar 2012, 00:33
by onthemour
Will this work with playing in windowed mode? I use the borderless window mod

Nevermind I fixed it

Posted: 06 Mar 2012, 00:39
by onthemour
Nevermind I fixed it

Ryukan wrote:The fix is

Posted: 06 Mar 2012, 00:46
by Exodus
The fix is working great for me, takes care of all the issues I have with the game on a multi-mon setup.

I am seeing a weird issue that I think is separate from the fix or anything and it has to do with really bad screen clipping or bleeding on the sides of the screen when I am up against walls or other objects. The background seems to clip right through the foreground objects/geometry as can be seen in the screenshot below. I remember seeing this same thing in Deus Ex: Human Revolution as well, it was especially bad when crealing through ducts.



This effect occurs on the left or the right of the screen depending on which wall I am hugging and if I get right next to an object like a sign or something it gets clipped through as well. If I move just a bit away from the wall it goes away.

Can anyone clue me in as to what causes this and what I could do to get rid of it?



Ryukan,

There isn't a fix for this problem, but I'm curious as to what FOV you are running at? I noticed I had it as bad as your pictures are showing it for a while and it was driving me crazy. I did a few things that definitely cut it down some so that it wasn't so distracting but I can't remember them all although my post about it was somewhere earlier in this thread. I think the biggest thing that helped though was dropping but FOV out of the 100's and into the 90's.