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 Post subject: Rise of the Tomb Raider
PostPosted: 29 Jan 2016, 17:54 
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Widescreen Grade: B
Ultra-Widescreen Grade: B
Multi-monitor Grade: B
4k Grade: A

Read Full Detailed Report - Rise of the Tomb Raider

The direct sequel to the series' reboot from 2013 pits Lara against soldiers of a secret society in a deadly race across the frozen landscapes and decommissionned Soviet-era facilities of Siberia.


4:3


16:10


16:9


21:9


3x1



Last edited by scavvenjahh on 02 May 2017, 13:00, edited 3 times in total.
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PostPosted: 02 Feb 2016, 22:32 
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I try running on multi-monitor and I get this:

Image

The image is moved to the right by half the screenspace, like the cameras are fixed looking 45 deg to the left. Even the menus and intro logo are like this. Single monitor works fine. I tried with Bezel comp off, as well as changing the "IsBezelCorrected" value in the registry to 0. Maybe it doesn't like PLP?


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PostPosted: 03 Feb 2016, 13:38 
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Funny.
What's the composition of your PLP setup (resolutions) ? Does it work if you disable fullscreen and resize the window manually ?


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PostPosted: 02 Apr 2016, 12:19 
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Found a way to adjust the FOV from within the game files.

Hex edit ROTTR.exe, search for good old 398EE33F and replace it with another value calculated with ResHex or taken from this list.
- Custom FOV can only be higher than default. In other words only the values below 398EE33F in Tanuki's list have any effect.
- This is only a FOV offset, it does not fix the aspect ratio of pillarboxed cut-scenes in 21:9 or anything.

Using 26B41740 (2.37:1)...
Image
Image
Image


Using 00007040 (3.75:1)...
Image
Image
Image


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PostPosted: 01 May 2017, 13:23 
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Can someone please explain how the following images (from here: http://www.wsgf.org/dr/rise-tomb-raider/en) where obtained:
Image
Image
On those screens switching from 1920x1080 (16:9) to 1920x1200 (16:10) adds more stuff visible at the top and at the bottom and the aspect ratio remains correct.

For me switching from 1920x1080 (16:9) to 1920x1200 (16:10) just stretches the image vertically producing incorrect aspect ratio:
Image Image
I am using the latest version of the game (v1.0 build 767.2_64 in the game launcher).


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PostPosted: 01 May 2017, 16:45 
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Well, it used to "just work" so long as resolution was set in the launcher... Now something's wrong but I think it's the opposite of what you describe: 1920x1200 looks correct, 1920x1080 is squished.
I get the same results on my Surround setup: 1920x1200=ok, 7800x1440=ok, 2560x1440=squished ! On the other hand 16:9 is fine on my Ultrawide monitor... So something must be wrong with aspect ratio detection/enumeration. There are lots of registry settings in HKEY_CURRENT_USER\Software\Crystal Dynamics\Rise of the Tomb Raider\Graphics\ but they don't seem to help. Sorry to leave you hanging, I have no idea how to fix this.


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PostPosted: 02 May 2017, 10:34 
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scavvenjahh wrote:
Well, it used to "just work" so long as resolution was set in the launcher... Now something's wrong but I think it's the opposite of what you describe: 1920x1200 looks correct, 1920x1080 is squished.
I get the same results on my Surround setup: 1920x1200=ok, 7800x1440=ok, 2560x1440=squished ! On the other hand 16:9 is fine on my Ultrawide monitor... So something must be wrong with aspect ratio detection/enumeration. There are lots of registry settings in HKEY_CURRENT_USER\Software\Crystal Dynamics\Rise of the Tomb Raider\Graphics\ but they don't seem to help. Sorry to leave you hanging, I have no idea how to fix this.


Thanks for clarifying the issue (now I at least know it is not something on my end). I think the report for this game (http://www.wsgf.org/dr/rise-tomb-raider/en) must be redone to reflect the current state of the game - i.e. the very BAD state. Maybe this way the problem with aspect ratio will be brought to the attention of more users, more people will complain to devs and as a result maybe eventually we will get a fix.


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PostPosted: 02 May 2017, 13:15 
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I've added a note about this. Since day1 there's something flawed in the way the engine calculates the aspect ratio *sometimes* but it's hard to evaluate the extent of the issue. By and large, native resolution support is OK... Btw what's your display's native res ?


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PostPosted: 02 May 2017, 13:50 
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scavvenjahh wrote:
I've added a note about this. Since day1 there's something flawed in the way the engine calculates the aspect ratio *sometimes* but it's hard to evaluate the extent of the issue. By and large, native resolution support is OK... Btw what's your display's native res ?

I am using an old ASUS VW266H - a 25.5" 1920x1200 TN monitor with a 0.287mm pixel pitch which allows me to comfortably set any non-native resolution I want with a 1:1 scaling (through Nvidia control panel).


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