State of Multi-Monitor Gaming?
xtal asks: "What's the current state of multi-monitor gaming? LCD panels are really dropping in price - I've seen a 17" panels for under $400cdn, bringing it into the ballpark where purchasing three of them for a much wider field of view becomes possible. The hardware to drive these displays in a LAN configuration (3 machines, 3 monitors) is also inexpensive, or at least attainable - so when I look around for the state of multi monitor simulation, I don't see much. The best candidates are flight sims, but my interest lies in racing. Are there any suggestions or sites I'm missing?" What games have you played that could have really benefited from a second (or even a third) monitor? Do you think that the games you normally play will be significantly enhanced by the use of multiple monitors, or is one enough?
I think games need to be designed with large monitors in mind for this to improve the gaming experience drastically.
I don't think that driving the displays in a LAN configuration would be good for the refresh rate, but I may be wrong.
Something I really want is a G5 with dual 30 inch Cinema displays. That's probably the best configuration as each of those two monitors supports the resolution of about 3 of your cheap 17" LCDs. We may have to wait for Intel Duo powermacs to get your windows games to work, however.
By the way, Wolfenstein Enemy Territory is fun on Dual displays and it is free for Linux, Windows, AND Mac, so that'd be a good option.
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I would imagine 3 monitor Quake4 or other FPS games would be good. I remember reading an article where an older version of Doom or Quake would support this.
Those with SLI/Crossfire/(Matrox tri monitor) support should be able to handle it on a single PC.
270 degrees of view would be a great advantage in those sort of games.
I believe FlightSim works quite well in multi-monitor with controls/gauges on one and
the 3d environment/world on the other.
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So have this vague memory of a study done a few years ago. (Far too vague to be able to cite, sorry.) It was examining the "spacial" navigation skills of people in a rendered 3D environment, ala FPS games.
One of the surprising results was that women tested had much more difficulty learning the layout of complex spaces, and avoiding getting lost--when using a 4:3 display. But when a wider aspect ratio display was used (giving more gestalt context, one assumes), not only did testees of both genders do better, but this disparity disappeared.
Previous studies have shown that men and women tend to handle navigation differently, so this is not totally implausible. (And no, I'm not referring to men-asking-for-directions jokes. It seems that men tend to rely more on distance and direction, and women tend to rely more on landmarks.)
So this seems to suggest that not only is a three-across setup a great win for all gamers, but that it might be an interesting tool for narrowing the gender gap.
Hell, I'd settle for a game that lets me keep a desktop live on the other monitor so I can use IM and other apps at the same time without needing a second PC.
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If I recall correctly, Forza Motorsport on the original XBOX can be set up in a three-system, three-monitor mode. And I think a trio of XBOXEN and decent TVs will set you back a lot less than high-powered gaming rigs and monitors.
Supposed to be a good racing game, too.
I've recently upgraded from two mismatched CRTs (a 12" and a 19") to two widescreen 20" flatpanels. Most single-screen games can be spanned across two monitors with the nvidia drivers, but the one game I use often which natively supports multi-monitor is Flight Simulator. Main views and instrument panels can be placed on one screen, with GPS, radio stacks etc on the secondary screens. FPS games would really need an odd number of screens, otherwise the centre of the view (where the crosshairs will be) is split down the middle by the monitor frame. With two monitors and an FPS on one monitor, I prefer just to have system information (Temperatures, music playlist etc) on the other screen.
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I remeber reading many years ago about this man who did something similar with Descent. At the time, Descent was a game so 3D that it was nausiating to play for some. This man rigged up a headband with mercury switches and mounted a moniter behind him. So when he turned his head, the screens would switch to the rear view. Talk about sensery intergration!
270 degrees would be more immersive. What's more intuitive for looking to the side: mouse right, or head right? It would be about as unfair as the advantage keyboard+mouse players have over joypad players. The cost of that makes it seem unfair now, but sooner or later it will be cheap enough that everybody has seventeen monitors and a telepathic controller, and they'll give you sideways looks when you say you've only got one screen on your gaming rig.
Over the past year or so, I've had a few minor problems playing games on my dual-head setup. My main objective was to have my main monitor be for games, while the second would be for IRC (or occasionally, the Web).
The problems I can clearly recall encountering are:
Generally, I just try to only pick games which will run in windowed mode, and put up with the odd quirks that come up from task switching. I have yet to find a 3D game that runs in windowed mode, properly maximizes, and allows me to task-switch out and back into it without any annoying quirks; or a game which runs fullscreen and doesn't minimize when I task-switch out of it. I just hope as multi-monitor setups become more common, that they will be more thorougly QA-tested in this environment =)
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How about two nice projectors lined up seemlessly side-by-side on my wall... No pesky break in the screen. Say, you could make a regular double-wide monitor without a break but two inputs...
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I find it interesting how the US Army (and their political wing, the GOP) refer to soldiers of the opposing forces as "terrorists" these days (specifically Iraq at the moment), even though they are quite clearly in their own country, defending it from an invading army intent on stealing their resources and setting up a permanent outpost presence in their back yard.
Let me play devil's advocate for a moment and paint a scenario for you:
Country X invades the US, ostensibly to "spread freedom and topple the rogue regime which created a police state, subjugated its own citizens under the dictator Bush and exported terror to the world". You and your friends, naturally pissed off that another country has unilaterally and quite obviously invaded you (regardless of the outside world's media spin on the reality of the situation on the ground), fight back against them. You don't officially belong to the US Army (routed early in the piece because they were a spent force after trying to invade too many countries at once), but you and your friends nonetheless form a citizens' militia and hit back however you can, improvising explosives and using all your skills and ingenuity to try to vanquish a militarily superior foe. You also begin killing those Americans who decided to cast their lot with the invaders and are assisting them to "restore law and order", since they are even lower on the scale of human refuse than the invaders - they are collaborators and traitors to their own people.
So, under that scenario, do you call yourself a "terrorist", a "freedom fighter", or are you part of an unofficial "citizens' army/militia/resistance"?
If you still consider the Iraqi resistance to be "terrorists" after thinking truthfully about the above scenario, but wouldn't call yourself that, then you are the worst type of hypocrite I know.
I sincerely hope though that after considering my scenario honestly, you will come to the conclusion that you need to redefine a terrorist a little more specifically, and then apply that evenly to players on all sides, not just those on the opposition.
I can dream, right?
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My genres of choice have been MMORPG's and RTS for the most part with a few flight sims. My current crack is WoW. My real goal would be as mentioned, to have all my inventory, minimaps, guild/area/whatever chat windows and some buttons and controls over on the right monitor, while I have the 3d redering "world view" on the left monitor. Of all things only ONE game has accomidated this so far:
Horizons
Yeah.. you heard me.. Horizons.. yes THAT Horizons. It's a sad thing in my world. For an MMORPG to support this they need a few key things:
a) The ability to make the game window the real full screen size instead of the full size of one screen. At one point in time WoW could do this, but now when you're in windowed mode it insists on only allowing you aspect ratio that follow the one screen hight:width ratio.
b) The ability to move all aspects of the game UI to the other monitor or wherever you want. WoW has this functionality through third party UI modifications.
c) MOST IMPORTANTLY It needs the ability to unhinge the 3d world redering window from the main window and resize it as the users need. Horizons had this, it was glorious. WoW does not yet. It has a functionality similar to this, but it still doesn't get there due to the aspect ratio limitations that the UI seems to enforce on you. Not to mention you have to do it all through a scripting language (lua/xml) which doesn't make for a smooth user interface for the non geek.
Just my $.02 USD on the matter.
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