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Red Orchestra 2: Heroes of Stalingrad will support triple head
Posted: 11 Aug 2011, 12:38
by Stec
Confirmed by Tripwire Interactive developer/staff member Yoshiro. So pleased to hear it.
http://forums.tripwireinteractive.com/showpost.php?p=774955&postcount=17
Thanks for the info Stec.
Posted: 11 Aug 2011, 19:55
by thales100
Thanks for the info Stec.
Tripwire Interactive also
Posted: 12 Aug 2011, 03:25
by Downtown1
Tripwire Interactive also made Killing Floor not too long ago which also supported TripleHead (just didn't have the HUD centered I think?). Still, that one was PvE so it wasn't too surprising. In Red Orchestra 2 that could've been easily cut due to "gameplay reasons" but I'm glad they chose not to go that route.
Never played RO1, but the
Posted: 12 Aug 2011, 04:21
by GeneralAdmission
Never played RO1, but the more I read about RO2 the more excited I get. Lots of true-blue PC features, including a sizable modding community. Perhaps the only thing that doesn't excite me is the tired WWII setting, but great features and gameplay can make me overlook that point.
Beta is out. Can anyone post
Posted: 31 Aug 2011, 04:05
by hajalie24
Beta is out. Can anyone post how it works?
4032x1024, 96 pixle bezels
Posted: 31 Aug 2011, 08:30
by frag85
You must use setres ****x**** in the console. i.e. setres 4032x1024
eww, I hope I can cancel my
Posted: 31 Aug 2011, 17:51
by hajalie24
eww, I hope I can cancel my pre-order from GMG
Frag85, would you be willing
Posted: 31 Aug 2011, 19:08
by GeneralAdmission
Frag85, would you be willing to post a comparison shot in a 16:9 or 16:10 resolution? That would be helpful to determine Hor+ or Vert- behavior.
Guys, slow down, it's UE3 so
Posted: 01 Sep 2011, 02:38
by Downtown1
Guys, slow down, it's UE3 so maybe there's a way to tweak the center HUD like in Fallout. And also there was supposed to be a patch today which fixes some multi-monitor issues. I would try the game myself but it keeps crashing for me (probably video card related, I am going to RMA my card any day now...).
Here are a couple at
Posted: 01 Sep 2011, 03:58
by RadioActiveLobster
Time to start a thread at
Posted: 01 Sep 2011, 06:05
by Downtown1
Time to start a thread at Tripwire forums? Seems like a pretty easy fix.
Downtown1 wrote:Time to start
Posted: 01 Sep 2011, 11:49
by thales100
Time to start a thread at Tripwire forums? Seems like a pretty easy fix.
I'll update the Detailed Report of this game tonight and work on this, i was finally able to download the beta last night.
I made a thread
Posted: 01 Sep 2011, 15:07
by RadioActiveLobster
I made a thread yesterday
http://forums.tripwireinteractive.com/showthread.php?t=58576
Have on reply from someone who was speaking to a dev via PM, they said multi-monitor support should improve by launch or shortly after
I was speaking to Yoshiro earlier about this using pm's and he said that when the game is released (or in a later update) the eyefinity compatibility will be vastly improved.
So I expect it will be fixed either during beta or when the game is released
I would rather hear it straight from a dev but there you have it.
S.T.A.L.K.E.R. wrote:I made a
Posted: 01 Sep 2011, 17:47
by thales100
I made a thread yesterday
Cool, thanks S.T.A.L.K.E.R. .
I was fiddling with the
Posted: 01 Sep 2011, 23:15
by RadioActiveLobster
I was fiddling with the ROEngine.ini file, found these commands
NumHorizontalDisplayArray=0
NumVerticalDisplayArray=0
BezelCorrectionX=0
BezelCorrectionY=0
I changed "NumHorizontalDisplayArray" to 3 (3 monitors, I would assume. I know almost nothing about UE3 engine) and one thing I noticed was in the in-game settings menu the Aspect Ratio shows two additional settings, "Multi-Monitor Landscape' and "Multi-Monitor Portrait". They don't appear to actually do anything right now but might do something come launch.
Not sure what the BezelCorrectionX/Y does either. Some of you more knowledgeable guys might know.
S.T.A.L.K.E.R. wrote:I was
Posted: 02 Sep 2011, 00:49
by GeneralAdmission
I was fiddling with the ROEngine.ini file, found these commands
NumHorizontalDisplayArray=0
NumVerticalDisplayArray=0
BezelCorrectionX=0
BezelCorrectionY=0
If that info is already in the .ini file, then I believe Tripwire is absolutely serious about implementing strong multi-monitor support. It would be great to have a UE3 game in the solid 'Win' category.
Got this game working, played
Posted: 02 Sep 2011, 06:33
by Downtown1
Got this game working, played it, the aspect ratio seemed fine (you can change it to 16:9 in the game mode?). Not overly scientific though. HUD stretching is kind of a bummer I guess.
No .ini editing here. In my
Posted: 03 Sep 2011, 16:02
by BIGGRIMTIM
No .ini editing here. In my options menu I was giving multi-monitor landscape and portrait options by default. Also the correct resolution options were available.
Good News Everyone! (You read
Posted: 08 Sep 2011, 18:02
by RadioActiveLobster
Good News Everyone! [h6](You read this in Professor Farnsworth's voice, don't deny it)[/h6]
Eyefinity is deliberately disabled atm due to performance problems and the iffy HUD. I've heard it will be improved after release though, which is fine by me! (5760 x 1200 here!)
That's a post by a Rising Storm Dev, not quiet an official dev but working very closely with TWI. They've had the game and been modding for ever a year for the Rising Storm Mod.
Then a reply (to PsYcH0_Ch!cKeN post) by Yoshiro from TWI
What he said. It will be coming with full support post launch.
Good news, thanks
Posted: 08 Sep 2011, 18:09
by thales100
Good news, thanks S.T.A.L.K.E.R.. :onethumb