A Fresh Look At Multi-Screen PC Gaming
crookedvulture writes "It has been quite a while since Slashdot last covered multi-monitor gaming. A lot has changed in the interim. Monitors prices continue to fall, and improved AMD Eyefinity and Nvidia Surround implementations make creating multi-display arrays incredibly easy. Graphics cards have gotten faster, allowing high-end models to handle the latest games at the ultra-high resolutions that multi-screen setups enable. Developers are doing a better job of supporting those resolutions, too, although HUD placement and single-screen cinematics are still problematic in some titles. Even in the games that do have niggling flaws, the wider perspective of a triple-screen config can offer a more engaging and immersive experience. As stereoscopic 3D implementations fail to catch on, multi-screen setups look like the best upgrade for PC gamers."
There were versions of some of the popular First Person Shooters back in the day that would handle multi screens.
They were great, for about 15 minutes, then vertigo set in, and even walking up the stairs out of the basement became a challenge.
I suspect it was something to do with Visual Simulation of Motion with no motor or balance system feedback that did me in, but it could have
been the pizza and jolt cola.
Sig Battery depleted. Reverting to safe mode.
I really don't see multi-screen gaming really catching on because of the simple fact that a lot of people don't have a whole heck of a lot of space, especially in the "core" gamer demographic who tend to either be living with their parents or living in a cramped apartment. Desktops aren't exactly space savers and decent sized monitors aren't easy to fit 3 or more on a normal sized desk.
Taxation is legalized theft, no more, no less.
Back in the day old NuBus video cards and 15" displays were easy to come by so I hooked up a Mac IIvx with three displays and used it for A10 Attack. Left screen was left window, front screen was front window, right screen was right window.
It really improved gameplay for that sort of simulation, because if you were in a cockpit, that's something like you'd have available to you. I looked a few years ago into setting up something like this with X-Plane but it needed a networked set of computers, which seemed like overkill. Maybe that's improved.
I'd imagine an FPS would be better off with goggles of some sort, though, if the resolution could be sorted out. Use the right tech for the right kind of simulation.
My God, it's Full of Source!
OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
nigglingpresent participle of nigÂgle (Verb)
Verb:
Cause slight but persistent annoyance, discomfort, or anxiety: "a nasty leg wound which still niggled at him".
Find fault with (someone) in a petty way: "he loved to niggle and criticize people".
For just about anything else, it's a silly little frippery-- sure, it might be cute to have a clan battle's K/D ratios on a separate screen, or an automap and inventory, but those are hardly quality of life breakthroughs. Like stereoscopic glasses and VR goggles, it's a solution in search of a problem.
Wow you must be pretty old when a term that is 500 years old is considered "new" to you.
I've been running a 3 monitor display (3 x 22" 1920x1080) for several years playing WOW, LOTRO, EVE, and BF3. The games look awesome covering all 3 screens, but it doesn't improve gameplay enough to make it worth my time. I typically play with the games windowed and maximized to a single screen. This lets me multi-box easily or play a game while watching a movie on another monitor.
One benefit of multi-screen games is that they can provide, when angled inward, is peripheral vision.
Even an infinitely wide flat display can only provide 180 degrees of view. However, depending on the widths, position of the viewer and amount the panels are angled, a multi-screen system can do much better.
Anyway, are there any tweaks in the softawe to account for this? If you DO angle the displays, then you no longer have a flat "window" into the virtual 3D world. So the software should account for this (and ideally also the size of the bevels) and ask you the angles that you've set up your monitors. (I'm not a gamer so I don't know, maybe this is commonplace).
A really sophisticated setup would allow you to place arbitrarily sized monitors at arbitrary locations and angles, like portals onto an imaginary world. Would be best for flight/ship/tank simulators. Actually, if you're going to go this far, maybe it's just easier to use a virtual reality headset.
"As stereoscopic 3D implementations fail to catch on" the post is pretty much trolling on the basis that stereoscopic gaming is failing. If anything, it's getting more support lately. Nvidia not only supports 3D monitors, but now also supports playing games in 3D via 3D HDTVs over HDMI ( www.nvidia.com/object/3dtv-play-overview.html ). ATI finally offers good stereoscopic support via HD3D ( www.amd.com/hd3D ). And 3rd parties like TriDef offer nice 3D support for a variety of video cards. I personally enjoy playing a game with added depth and would take a single monitor in stereoscopic 3D over 3 displays (though I'd love to do 3 displays all in stereoscopic 3D).
Why would invest in such a setup when apparently PCs are dead, tablets are the future and so all this tech will be worthless in... (check's current technologist predictions)... about three months?
Now go away while I transfer all my personal data to the cloud. I hear we won't have a need for hard drives anymore soon either.
Most people on Slashdot are fucking idiots.
Just about everyone that uses a multi screen setup uses 3 screens in order to avoid the bevel in the middle. Usually the left and right screens are angled inward as to for a viewing arc. That is actually not a bad idea. Especially if the angles are such that the optical axis of each screens intersect at the user viewing position.
BUT...
Eyefinity or Nvidia surround don't work that way. They simply fool the rendering engine in believing the aspect of the rendering context is much wider. The result is that the virtual camera in the game uses a wider angle lens (Not quite but it will do to make my point). This causes the edges of the left and right screen to look rather distorted. Adding more screens width wise is really not worthwhile.
What is needed is multiple 3D contexts like you can have in Microsoft Flight simulator where each camera looks at a slightly different heading. But, why bother to solve that at the game engine level. NVidia and ATI pay attention this tip is free!
It should be possible to build true multiscreen logic into graphics drivers. If NVidia can do stereo they ought to be able to render outputs at different angles. Not only that, each output should not even assume that the optical center is in the middle of the screen either. Enter head tracking logic.
I did lots of experiments with multiscreen and what it would take to have the ultimate multiscreen experience. I even wrote some demo software to prove the point in these old videos show that I made four years ago.
http://www.youtube.com/watch?v=ZBdtPz2V_vY
http://www.youtube.com/watch?v=ku76aHq3pps
(Sorry about the cheesy sound track)
And still we are stuck with dumb distorted multi monitor widescreens!
Once we have 1080P@120Hz, 180 filed of view and some other details I can't be arsed to google right now, we will forget about screens.
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