The problem is FOV value remains constant even though resolution is changed to widescreen. This means that the top, and bottom of image are cropped resulting in actual FOV decrease when aspect ratio is changed to widescreen.
Unless there's a way to change FOV accordingly, the image is distorted.
I understand what you are saying, but this is an rts, the camera is zoomable... you just can't zoom out as far as in 4:3 mode... still looks perfect at the height the camera is at.
Its not an ideal solution, but it is a solution. FOV adjust fine (no stretch), its the camera height that is compromised in order to make the aspect correct. Theres probably not much any tweaker can do to adjust that other than request the programmer to fix (not likely).
Thanks for informing me of the crop... i do like to know whether the programmers were smart enough to handle that... and apparently they weren't. Empires dawn of modern war also does that.
I tried the camera mod that was mentioned in this thread. It seems to have fixed the problem of not being able to see enough of the "field". The camera mod's ability to allow more "range of motion" in the zooming issue is a real help. Game looks great now. I'll try to get a screenie when my son get done playing WH40K.
They've always allowed passing in custom resolutions but only now did they finally fix the fov problem with version 1.2. However to get to these resolutions you need to do one of the following:
- pass in the w and h command line parameters like so
w40k.exe -w 1280 -h 768
- edit the local.ini file and change screenwidth and screenheight
It's a common complaint, unfortunately. The use of 2D overlays for the HUD cuts down in the amount of work the GPU has to do... hence higher framerates. ;)
The side effect is that when using non-4:3 aspect resolutions, the HUD stretches.
trouble is here I'm trying playing WinterAssault and it automaticcaly updates to 1.4 ... In 1280x768, my 2005FPW do receive a signal in DVI @ 1280x768 ... but the game is nicely rendered centered in 1024x768.
I don't know if this is done on purpose but it might be to prevent wide screen user from cheating (we do see more of the battlefield). I don't have 1.4 release notes so I don't know if this is part of the release.
Yeah - but the 1.4 patch made widescreen support official rather than by an edit, and they broke it! Whether accidentally or deliberately, I don't know.
Until patch 1.5, we probably won't find out, either...
1.4 release notes. Nothing fixed, just game balance and graphic options.
Release Notes
Balance Changes
- Increased Defiler cost to 190 requisition 400 power
- Increased Defiler build time to 60 seconds
- Increased the cost of the Chaos Sorcerer to 200 requisition 100 power
- Chaos Sorcerer build time is now 60 seconds (up from 20)
- Cost and build time of Chaos Marine Tactical Bolters reduced by 5%
- Reduced the cost of the Chaos Temple by 10%
- Reinforce time of Chaos Marine Tactical Bolters reduced by 10%
- Warp Spider damage against infantry has been reduced by 15%
- Guardian damage reduced by 5%
- Ork Stormboyz armor changed from Infantry High to Heavy Medium. Ork Stormboyz should now be a much better -counter to Warp Spiders.
- Reduced the cost of the Space Marine Dreadnought to 170 requisition 350 power
- Reduced the train time of the Space Marine Dreadnought to 50 seconds
- Cost and build time of Space Marine Tactical Bolters reduced by 5%
- Reinforce time of Space Marine Tactical Bolters reduced by 10%
- Reduced the cost of the Chapel Barracks by 10%
- Scouts were inadvertently given an accuracy penalty while moving in the 1.3 patch. This penalty has been removed. Scouts should now be more effective at dealing damage.
- The recharge for Battle Cry was reduced to 96 seconds (down from 120)
- The recharge for Orbital Bombardment was reduced to 195 seconds (down from 240)
- The recharge for Smite was reduced to 100 seconds (down from 120)
- The recharge for Weaken Resolve was reduced to 45 seconds (down from 60)
- The build time for the Predator Lascannon upgrade was reduced to 20 seconds (down from 25)
Code & Performance Changes
- Many small optimizations for low-end systems
- Full front-end now reloaded after switching mods (games)
- 2 new graphics options: Persistent Bodies, Persistent Decals
- Improved system performance detection capabilities of GraphicsOptions utility, resulting in more accurate settings. As a result, the GraphicsOptions utility will automatically run next time you start the game, post-patch/update.