Baseline (Widescreen) Solution & Issues
Native support: Hor+
FOV sliders control the HFOV of the 6 gameplay cameras. Default FOV values (and range) are automatically calculated to match the aspect ratio:
16:9 - 70 (35-120)
16:10 - 64 (32, 114)
15:9 (1280x768) - 66 (33, 117)
4:3 - 55 (27-105)
Since FOV range = aspect ratio, you can access higher FOV values by starting the game in some kind of ultrawide window e.g 2560x720 on a 2560x1440 monitor:
%USERPROFILE%\Documents\Project CARS 2 Demo\graphicsconfigdx11.xml
width="2560" height="720"
"Windowed" windowed="1"
Max FOV is now 147. Tweak camera angles to your liking then switch back to your native res. Values over 120 will stick.
Outstanding oddities
Chase camera is not strictly Hor+, FOV change uses a counterintuitive combination of zoom and dolly. Tweak with caution !
Helmet camera: helmet is not rendered if FOV>89 !
Below 16:9, animated menu backdrops are squished. Regular FMVs are cropped.
Tech: Madness Engine
Display settings are stored across two files:
%USERPROFILE%\Documents\Project CARS 2\graphicsconfigdx11.xml
%USERPROFILE%\Documents\Project CARS 2\triplescreensettings.xml
Custom FOV settings appear to be encoded as part of the main .sav file.
Ultra/Super-Wide (21:9/32:9) Specific Solution & Issues
Native support: Hor+
Default FOV 86, range ~46-133. See WideScreen section for a way to access higher values if needed.
Outstanding issues
FMVs stretch.
Menu backdrop art is Vert-.
Eyefinity / Surround Specific Solution & Issues
By default Eyefinity/Surround must be disabled and the desktop set to Extended mode for the Triple Screen options menu to become accessible. You can easily bypass this:
%USERPROFILE%\Documents\Project CARS 2 Demo\triplescreensettings.xml
Change false" /> to true" />
PCars2 can then adapt to virtually any triple-screen arrangement, including mismatched orientations and resolutions, through a host of per-screen settings. FOV & HUD are tailored to the center screen; see WideScreen section for a way to access higher FOV values if needed.
If you prefer to leave Eyefinity/Surround on without forcing Triple Screen mode, FOV will be Hor+ but the UI will span... and you might never see the inside of a helmet.
Outstanding issues
FMVs stretch.
Menu backdrop art is Vert-.
No starting grid cutscenes when Triple Screen is enabled !
4k UHD Specific Solution & Issues