Page 25 of 39

Re: Fallout 4 Eyefinity/Surround

Posted: 03 Dec 2015, 04:22
by rdunlap
SorrowSp3LL wrote:Image
Image
Image

Looks a bit worst on the screen rather then the screenshot, also not sure if that pic upload worked. heres the direct links http://imgur.com/RJxur2U http://imgur.com/e9B0WSf http://imgur.com/dcS79Pv :onethumb:


What FOV are those at? surely not 30. it looks like you need a small bump up so if that was 90 hit 100 I should also at this point note a couple of things. 1. most people use different values for 1st and 3rd person, never liked it myself. 2. I am a lifelong glasses wearer and have become convinced that it makes me more tolerant of the side distortion you are noticing. but it will fade away for you. its just you needing to play on that Munkster screen *(my grandson's name for my setup) for a little while so you get used to it. You will also notice that different games do better at surround than others in this respect and switching from one to another will make you notice till you get involved in the game. Some programmers actually design the game from the engine out with wide screen compatibility in mind and those are a true pleasure to play. For the others we have Guru's like on here to lead us by the nose to a solution. :P

EDIT: the effect you are seeing is Fisheye. our vision gets the same thing and the brain translates it out otherwise our field of view would be fixed and narrow.

Robert

Re: Fallout 4 Eyefinity/Surround

Posted: 03 Dec 2015, 06:39
by SorrowSp3LL
These screen i think i had the FoV set at around 80, ill jump it up to 90 or so and see if i can get use to it. Thanks for all the help. :rockout:

Re: Fallout 4 Eyefinity/Surround

Posted: 03 Dec 2015, 12:42
by Aiken Drum
Hey guys, regarding the unintended wallhacking you get with surround resolutions (and, at least on my box, the glaring white background that often shows through and blinds me)... I have a fix.

Merge this into Fallout4.ini:

Code: Select all

[Display]
fNear1stPersonDistance=0.4
fNearDistance=6.0000


(The existing values, if present, will probably be 1.0 and 15.0, respectively.)

Basically, the problem was that we are effectively making the near clipping plane considerably wider, which allows it to clip through walls that previously couldn't get both close and on-screen at the same time. The solution is to bring the near clip closer so that it covers a smaller area that can't get close enough to walls to clip through them.

The numbers above should work well for 3 x 16:9, even with large bezel corrections. If not, try 0.3333 and 5.0000, respectively, but those are total overkill.

Tech details:
Spoiler:
Note: I'll spare you the math involved. The values here err on the side of caution in making sure there's no clipping, even with wider bezel-corrected displays, mostly just to make the numbers simple for people to manipulate. You simply multiply the existing values by 0.4. The real number was just going to be a headache. :)

Here's a quick not-remotely-to-scale mspaint illustration to show what happens and has to be fixed:

Image

There should be no appreciable difference aside from no longer clipping through walls. Technically, there's a small loss of precision in the Z-buffer when you bring the near clip plane in, but it's not a big deal here.

Re: Fallout 4 Eyefinity/Surround

Posted: 03 Dec 2015, 13:05
by Aiken Drum
While I'm here...

I use SLI'ed 2GB GTX 680's on my system. I was looking at the diagnostics while in high-stutter areas and realized the game was pegging my vram full-time, sitting at about 2,010MiB allocated almost all the time.

Presumably it was thrashing ram<-->vram, like regular virtual memory can do with the disk when there's more data being actively touched than there is physical ram. This can eat up huuuuuge amounts of bus bandwidth to the GPUs, each and every frame. You don't see it as card activity, though. It's being transferred, not processed. Processing actually stalls while waiting for transfers to complete. I often see the card activity drop very low during bad stutters.

I tried installing a texture downscale/repack mod and vram usage started fluctuating between 1,700MiB and 1900MiB, indicating to me that it was no longer thrashing, but managing to hold contents from the previous frame and re-use them.

Obviously, since the mod involves repacking with more effective, but more lossy, DXTn modes, rather than raw color as many of the textures reportedly are, there is some loss of quality.

This particular mod also eliminates some of the higher-resolution base+mip levels on textures that just don't need it. Sometimes the author was overly zealous and you can see his handiwork a little too well, but I have to say the framerate boost in crappy areas was worth it. I might start tracking down particularly bad/blocky offenders and deleting them. Not sure I care enough. Staying 30-40 around Goodneighbor with only minor hiccups at times... that's nice.

Edit: I'm not referencing the actual mod because I'm still very new to creation engine modding and I don't have a way to gauge mod quality/reliability. I'm sure you can find it, and possibly other attempts, pretty quickly, though.

Re: Fallout 4 Eyefinity/Surround

Posted: 03 Dec 2015, 14:06
by rdunlap
Its perfectly okay to share the mod name or just a link with the proviso you named. These guys are the best I know at evaluating stuff like that and will share their opinion of the work in question. I too have seen what your talking about. My working solution was to turn to ENB since Boris has a first release out just to handle the video memory usage issues Bethesda games all seem to share. That was a super description of the visual aspect presentation by the way. The diagram shows the apparent change in distance with viewport angle also if one looks for it. :)

Robert

Re: Fallout 4 Eyefinity/Surround

Posted: 03 Dec 2015, 20:34
by murilladas
Hi. exist any solution for 5040x1050 16:10 configurations?? Hayden is still working in a fix??
Thanks :)

Re: Fallout 4 Eyefinity/Surround

Posted: 03 Dec 2015, 21:22
by rdunlap
murilladas wrote:Hi. exist any solution for 5040x1050 16:10 configurations?? Hayden is still working in a fix??
Thanks :)


OF COURSE!
hehe your resolution is close enough to the 5670 x 1080 that has been assembled to work. Might need a little tinkering of the INI values but the flash files changes that were made should be great. If you need help with the ini adjustments just put it up to the group and we will figure it out. First just put it all in place like it is and see. Never know it may not even need anything.

Robert

Re: Fallout 4 Eyefinity/Surround

Posted: 04 Dec 2015, 18:44
by paagomes
Haldi wrote:
EDIT 2:
Fixed the Scope stuff.....

Here we go:


It worked flawless in my Eyefinity 3x1, 5760x1200

Excelent work!

Re: Fallout 4 Eyefinity/Surround

Posted: 05 Dec 2015, 07:27
by tskraja
Hey. Has anyone fixed the Transfer UI? Using Haldi's fix and the ini tweaks works great now the only thing that is scaled wrong is the Transfer UI. Thanks!!

Massive props to Haldi - that fix awesome.

Re: Fallout 4 Eyefinity/Surround

Posted: 05 Dec 2015, 13:37
by rdunlap
if the barter/transfer UI is broken for you then you missed a step or mis-spelled a value in the ini settings because the final portion of the fix is in the ini settings. go back and check them and you will find the issue. :)

Robert

Re: Fallout 4 Eyefinity/Surround

Posted: 06 Dec 2015, 21:08
by MJamesK
I created an account here just so I could reply and give proper thanks to both Haldi and ekrboi for making this game 1000x more enjoyable. I remember buying my third monitor for Skyrim so many years ago, and then how unfortunate it was to not really be able to play because of all the stretched UI crap. I also remember just how long it took for a fix to come out for that from the community... and it wasn't even as good as what you two have done in less than one month! This is probably the first time I've honestly felt like having triple monitors was worth it. Thank you both so much, you are an inspiration. Thanks to Amon as well for organizing the information in the OP. :onethumb:

Re: Fallout 4 Eyefinity/Surround

Posted: 07 Dec 2015, 21:20
by rdunlap
Ok guys it appears as if they pushed the beta out to general release. :| all your pretty work is now broken again. Does anyone know what changes were made to Interface for the update? I am going to try putting your fixed file back and see if there are any issues.

Robert

Re: Fallout 4 Eyefinity/Surround

Posted: 07 Dec 2015, 21:41
by GregR
rdunlap wrote:Ok guys it appears as if they pushed the beta out to general release. :| all your pretty work is now broken again. Does anyone know what changes were made to Interface for the update? I am going to try putting your fixed file back and see if there are any issues.

Robert


The update overwrites Haldi's modified file. Just put it back in place and it should work again. I've only played a tiny amount since but haven't noticed any issues.

Re: Fallout 4 Eyefinity/Surround

Posted: 07 Dec 2015, 21:43
by GregR
Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.

Re: Fallout 4 Eyefinity/Surround

Posted: 07 Dec 2015, 22:05
by rdunlap
GregR wrote:Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.


I tried that one too but still get/got full width console so I didn't pursue it any further. Like you i have/am playing with the interface file Haldi and others assembled and see no issues yet. I would still like to know what changes made them need to update it. I would hate to find Attilla The Bug sometime down the road if I can avoid it. The patches these guys put together have made the game a pleasure to play. I am considering asking them for the actual files changed and instructions on how to recompile ba2's so I can manage my own progression as needed. It looks pretty straightforward with the exception that all I know about Flash would fit on a Sticky note with room left over. :oops: I did discover that one of the files I have downloaded *(I followed the thread from the 2nd post) has all but the SPECIAL menu fixed including the green boxes. and the other has all the files fixed but the green shade boxes are present. :think: A quick perusal of the pages and I don't see anything I missed.

NOTE: A nexus forum is saying that they killed MODS with the update and that the launcher is the culprit. I don't know since I am using ModOrganizer Alpha 2 for my mods.

Robert

Re: Fallout 4 Eyefinity/Surround

Posted: 07 Dec 2015, 23:37
by GregR
rdunlap wrote:
GregR wrote:Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.


I tried that one too but still get/got full width console so I didn't pursue it any further. Like you i have/am playing with the interface file Haldi and others assembled and see no issues yet. I would still like to know what changes made them need to update it. I would hate to find Attilla The Bug sometime down the road if I can avoid it. The patches these guys put together have made the game a pleasure to play. I am considering asking them for the actual files changed and instructions on how to recompile ba2's so I can manage my own progression as needed. It looks pretty straightforward with the exception that all I know about Flash would fit on a Sticky note with room left over. :oops: I did discover that one of the files I have downloaded *(I followed the thread from the 2nd post) has all but the SPECIAL menu fixed including the green boxes. and the other has all the files fixed but the green shade boxes are present. :think: A quick perusal of the pages and I don't see anything I missed.

NOTE: A nexus forum is saying that they killed MODS with the update and that the launcher is the culprit. I don't know since I am using ModOrganizer Alpha 2 for my mods.

Robert


I've not checked the Nexus forum, but other places I've looked that are talking about mods stopping working, it looked mostly a combination of a) the update overwrite a modded file like it did with Haldi's fix to the interface .ba2, or b) the mod used a new .esp and the launcher when it runs is overwriting the plugins.txt file that controls which .esp get loaded. Oh, also, c) the patch overwrote my Fallout4.ini. But I always keep backups anytime I make a change so it was quick enough to revert back if you do so.

For the first issue just reinstall the mod once (Nexus Mod Manager, just disable it and then enable it again) and that should be it until the next patch.

For the second, need to stop using the default Launcher to launch the game. What I ended up doing is I renamed Fallout4Launcher.exe in the actual game install directory to something else, and then replaced it with a copy of Fallout4.exe. So now any shortcuts/Steam that call Fallout4Launcher.exe bypass the launcher and actually just run the game executable straight out.

Re: Fallout 4 Eyefinity/Surround

Posted: 08 Dec 2015, 01:41
by rdunlap
GregR wrote:
rdunlap wrote:
GregR wrote:Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.


I tried that one too but still get/got full width console so I didn't pursue it any further. Like you i have/am playing with the interface file Haldi and others assembled and see no issues yet. I would still like to know what changes made them need to update it. I would hate to find Attilla The Bug sometime down the road if I can avoid it. The patches these guys put together have made the game a pleasure to play. I am considering asking them for the actual files changed and instructions on how to recompile ba2's so I can manage my own progression as needed. It looks pretty straightforward with the exception that all I know about Flash would fit on a Sticky note with room left over. :oops: I did discover that one of the files I have downloaded *(I followed the thread from the 2nd post) has all but the SPECIAL menu fixed including the green boxes. and the other has all the files fixed but the green shade boxes are present. :think: A quick perusal of the pages and I don't see anything I missed.

NOTE: A nexus forum is saying that they killed MODS with the update and that the launcher is the culprit. I don't know since I am using ModOrganizer Alpha 2 for my mods.

Robert


I've not checked the Nexus forum, but other places I've looked that are talking about mods stopping working, it looked mostly a combination of a) the update overwrite a modded file like it did with Haldi's fix to the interface .ba2, or b) the mod used a new .esp and the launcher when it runs is overwriting the plugins.txt file that controls which .esp get loaded. Oh, also, c) the patch overwrote my Fallout4.ini. But I always keep backups anytime I make a change so it was quick enough to revert back if you do so.

For the first issue just reinstall the mod once (Nexus Mod Manager, just disable it and then enable it again) and that should be it until the next patch.

For the second, need to stop using the default Launcher to launch the game. What I ended up doing is I renamed Fallout4Launcher.exe in the actual game install directory to something else, and then replaced it with a copy of Fallout4.exe. So now any shortcuts/Steam that call Fallout4Launcher.exe bypass the launcher and actually just run the game executable straight out.


Actually I didn't know about the ini files. I have always been a ModOrganizer user and it maintains its own copies of the ini files to insert at runtime and allows starting the game directly. Unlike Nexus Mod Manager or the others ModOrganizer don't install anything into the Data directory or game directory. It creates a virtual directory and installs the mods into that during game startup so uninstalling mods is as safe as it can be. I couldn't stand the thought of throwing a bunch of stuff into the game directory. The version for FO4 is still in Alpha 2 so its not quite ready for prime time but is stable for an alpha so I expect to see it move forward quickly. I personally think Bethesda forgot to remove the Beta launcher during the update cycle. During a Beta you don't want any unknown extra's but at release they should have reverted to the other launcher.

Robert

Re: Fallout 4 Eyefinity/Surround

Posted: 08 Dec 2015, 01:49
by Haldi
GregR wrote:Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.

Uhgs.
There is a hud element for the Console, but as it's only stretched over 3 Monitors and the Text is still fine i didn't really care about centering it ^^

Re: Fallout 4 Eyefinity/Surround

Posted: 08 Dec 2015, 02:16
by rdunlap
Haldi wrote:
GregR wrote:Has anyone successfully moved the game's output for the debug console to the center screen for Surround/Eyefinity? The Fallout4 wiki on the Console commands page says to modify iConsoleTextXPos in Fallout4_Default.ini in the main game directory, but it isn't in there and adding it didn't seem to change anything.

Uhgs.
There is a hud element for the Console, but as it's only stretched over 3 Monitors and the Text is still fine i didn't really care about centering it ^^

That was my thoughts too. Are you going to compile your changes into the updated Interface file? And will you give me some info on how you are doing the magic? I don't know anything about flash and don't really want too. Me brain is overheated most of the time anyhow, but the individual corrected files and some hints on compiling it into interface.ba2 when changes happen would be grand. Since I cant find any info on what the patch updated in that file I would really prefer to keep the patched one so Attilla The Bug don't byte me in the Assets.

Robert

Re: Fallout 4 Eyefinity/Surround

Posted: 08 Dec 2015, 17:52
by Haldi
it's written over several Post in this 50 pages ^^
Most of it is written here: http://www.wsgf.org/forums/viewtopic.ph ... 54#p162454
I'll add that to the first post.