; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
; Must be last in this file
[modes]
640x480x60
640x480x75
640x480x85
800x600x60
800x600x75
800x600x85
1024x768x60
1024x768x75
1024x768x85
1280x960x60
1280x960x75
1280x960x85
1280x1024x60
1280x1024x75
1280x1024x85
1600x1200x60
1600x1200x75
1600x1200x85
If your running wow across only two monitors, you dont need to use softTH. via your graphics card you can merge the monitors to one big monitor @ 3380x1050 (one continuous display). Only need SofTH if you are running three monitors or more
;
; SoftTH configuration file
; by Kegetys ;
[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left & right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format, 'RGB32', 'RGB16' or 'YUV12'.
; antialiasing: Level of forced anti-aliasing
; anisotropic: Level of forced anisotropic filtering
; borderSize: Size in pixels of frame border between monitors that is discarded
; noHotkeys: Set to 1 to disable all hotkeys
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=1680
secondaryHeight=1050
secondaryRefresh=60
secondaryFormat=RGB16
antialiasing=0
anisotropic=0
borderSize=0
sideExtraWidth=0
noHotkeys=0
[Direct3D]
; ** Advanced setting for Direct3D games **
; cylindicalCorretionAngle: Amount of cylindrical correction done, use with sideExtraWidth
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
; Set to 2 to force multihead initialization even if game doesn't create device with TH resolution
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; swapOrder: Swap order at which the frame contents are copied
; autoSquash: Automatically squash output to middle monitor if only pretransformed (GUI) elements are drawn
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
cylindicalCorretionAngle=0
hideNondefaultDevices=0
forceHorizontalFOV=0
forceResolutionWidth=0
forceResolutionHeight=0
force16bitDepth=0
sleepBeforeRead=2
useMultihead=1
delayedPresent=0
swapOrder=0
autoSquash=0
d3d8dll=auto
[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale game window rectangle to triplehead size
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=1
mouseXoffset=auto
; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
; Must be last in this file
[modes]
1680x1050x60
Also be sure to edit your WTF.conf file and add 5040x1050 to your resolution if thats the resolution that you wanna run
Sorry I don't have much to offer in the way of solutions, but I have a question. Wouldn't running a game on 2 screens split your avatar down the middle? Is that a workable way to play?
Generally dual-screen gaming presents that problem, which is why a lot of people don't do it. With two projectors it can be a workable solution, though.
You generally need an odd number of monitors for multi-screen gaming in order to avoid the bezel problem.
True save for a few exceptions, such as games made to support multi-monitor natively, where you could keep the regular screen on one and another with dials or something such as a flight sim.
I'd say you need an odd number only in 1 to 3 though, 4, 6 and 8 can work just fine.
Sorry I don't have much to offer in the way of solutions, but I have a question. Wouldn't running a game on 2 screens split your avatar down the middle? Is that a workable way to play?
ct_viewport is a mod that lets me center my screen and size it anywhere. I put my 3d viewport on the right screen and everything else on the left.
I gave up on softth a while ago, but I may try it again. I am really missing 2 screens.
Edit: Alternatively, if anyone has a Digital Dual Head 2 Go just lying around, feel free to donate it to the cause. :)