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 Forum: General Gaming Discussions   Topic: Distance from screen

 Post subject: Distance from screen
Posted: 15 Oct 2007, 21:31 

Replies: 31
Views: 8464


You took everything I said out of context and somehow managed to twist it into your own interpretation of too much focusing rather than the viewing distance. Viewing objects too close or too far can indeed be a strain for many people as everyone's eyes are different. Somehow you turned what I said ...

 Forum: General Gaming Discussions   Topic: Distance from screen

 Post subject: Distance from screen
Posted: 12 Oct 2007, 17:26 

Replies: 31
Views: 8464


It depends on the person of course as everyone has there own distances their eyes can comfortably focus at. There are general rules of thumb based on averages but it's not of course an exact science. I disagree that the such strain is always temporary. Although many people's eyes age at different r...

 Forum: General Gaming Discussions   Topic: Distance from screen

 Post subject: Distance from screen
Posted: 11 Oct 2007, 21:11 

Replies: 31
Views: 8464


[quote]Yes, Paradigm, but how does that physically damage your eyes? I'm sure an ophthalmologist would be able to tell you. ;) It's likely got something to do with light intensities on your retina in an environment where the majority of the eye says that it's dark (which leads to the sensitivity of...

 Forum: General Gaming Discussions   Topic: Distance from screen

 Post subject: Distance from screen
Posted: 07 Oct 2007, 23:57 

Replies: 31
Views: 8464


Old wives tales to the contrary, it will not hurt you to sit close to the screen (CRTs emit some X-Rays, but it is a pretty small dose, and this is not an issue with LCDs. Depending upon how good your vision is, you may find it more tiring to sit close, as you have to use your eye muscles for close ...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 23 Sep 2007, 02:01 

Replies: 116
Views: 23042




well the portholes for the ones in the game are much smaller


There aren't any rulers in the game, so it is hard to judge, but based on the apparent size of the Big Daddies, it looks to my eye as if the porthole is about the same size and the helmet is bigger.

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 22 Sep 2007, 20:03 

Replies: 116
Views: 23042


way to spin it seeing as how the porthole on the suit is ROUND not an oval and that also kinda kill your window thing and have you ever stuck your head in an old diving helmet i can tell you its lot more like the fixed FOV the porthole is smaller then your head also its the same way on the other bi...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 22 Sep 2007, 14:05 

Replies: 116
Views: 23042


lol .... more proof that the FOV was no widescreen "design decision" or widescreen "artistic decision" .... I hadn't read this thread before, because I didn't want to see any spoilers until I finished the game. But oddly enough, while playing this part of the game, I had exactly the opposite impres...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

 Post subject: Ken Levine's comments
Posted: 22 Sep 2007, 01:47 

Replies: 116
Views: 23042


I caught a bit of Ken Levine on a podcast talking about various things including the development of Bioshock. I thought that his comments about play testing, and also about some of the reactions to the game were particularly interesting: "And it's kind of hard to speak of Bioshock without getting ve...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 20 Sep 2007, 22:03 

Replies: 116
Views: 23042


still looks zoomed to me sorry that just doenst work and your sill missing part of the screen in 16:9 You've stretched it in only one dimension, not simply increased the size until that the horizontal dimensions match. And yes, you'll still be missing part of the screen in 16:9. Here's what I meant:

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

 Post subject: Re: Recap
Posted: 20 Sep 2007, 15:33 

Replies: 116
Views: 23042


Looks zoomed to me. Shit, guess I must not be human since human perception doesn't work that way. Human vision does work that way. To compare images with the same FOV, they must be adjusted to the same width, because FOV is geometrically related to the physical width of the image (or monitor). If y...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

 Post subject: Recap
Posted: 19 Sep 2007, 22:06 

Replies: 116
Views: 23042


How about you put that all into a bunch of cohesive arguments rather than breaking sentance down under a microscope. It seems to me like you are picking holes in arguments to remain in some sort of remance of...something. I am not interested (and I doubt anyone else is, other than yourself) in dril...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 18 Sep 2007, 16:46 

Replies: 116
Views: 23042


The 4:3 display is lower resolution than the 16:9 display, because the same FOV is spread across fewer pixels. So if you simply expand the FOV, you end up with a 16:9 image than is lower quality the game currently has. As I said, different games will use the additional resolution of a 16:9 display ...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 18 Sep 2007, 05:48 

Replies: 116
Views: 23042


I guess I shouldn't have engaged you in your fallacy since you are quite willing to predict the future and presuppose facts to suit your opinion. You supposition that the budget can't support developers doing things right. I supposition that it can. You yourself have claimed BioShock to be a resoun...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 17 Sep 2007, 06:31 

Replies: 116
Views: 23042


[quote]A game has a limited development budget. So let's take shortcuts that negatively impact many of our users and throw good practice to the wind. In which case your game won't sell, and you'll lose your jobs. The successful game developers are the ones who know what shortcuts they can take with...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 16 Sep 2007, 23:56 

Replies: 116
Views: 23042


[quote] Zoom refers to a change in FOV. Since the 4:3 and 16:9 displays have the same FOV, neither is zoomed in, and each will show perfect and identical perspective when viewed from a distance 2/3 of the width of the screen. Still not getting it are you? Refer to the many graphics posted as to why...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 16 Sep 2007, 20:32 

Replies: 116
Views: 23042


no it wont hurt 4:3 users you just letter box scripted events not hard to do and then make that anamorphic thats an easy fix right there Every change costs money and must be playtested. As is the trend with top-quality games, scripted events are no longer videos that play at fixed points; they are ...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 16 Sep 2007, 04:22 

Replies: 116
Views: 23042


[quote]The game is not designed or advertised to provide an enhanced display on triplehead configurations. It is designed and advertised to play in the standard configurations of 16:9, 16:10, and 4:3. The notion that development of a game should be driven by an oddball configuration that constitute...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 16 Sep 2007, 03:24 

Replies: 116
Views: 23042


You realize with Vert-, a TripleHead2Go user sees 33% of the original 4:3 frame instead of 300%? Three monitors more worth of screen real estate... three times as many pixels... three times wider with the same pixel height as the original 4:3 monitor... and they see one third of what a single monit...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 15 Sep 2007, 05:37 

Replies: 116
Views: 23042


I need to lead you back to where we started again. I am talking about the fact that all the UE3 engines are Vert+ not HOR+. EPIC Licesensees mostly, if not all use Vert+, by default. This WAS NOT, IS NOT a design decision by 2K. Side note observing your behaviour: You keep and should cease chunking...

 Forum: General Gaming Discussions   Topic: trrll's justification of Bioshocks bad FOV

Posted: 14 Sep 2007, 15:21 

Replies: 116
Views: 23042


The fact that BioShock's width IS locked at 4:3 (and it just so happens that nearly all the other recent U3 engine games ALSO lock the 4:3 aspect) stinks of lazyness on the part of the developers. What is locked is not the aspect ratio, but the FOV, so it is not correct to refer to it either as 16:...
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