Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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PostPosted: 19 Feb 2010, 06:50 
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It doesn't need a "fix" because it is not broken. I wish people would stop calling it a fix.

The FOV works perfectly and the game is even Hor+. If the FOV is not to your liking then that is a personal opinion, not a flaw in the design. Luckily we can "hack" the game and increase the FOV if we feel like doing so (and yes, I did).


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PostPosted: 23 Feb 2010, 14:53 
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They sure are confusing...

NEXT BIOSHOCK 2 PC PATCH DUE TOMORROW

So they released a separate patch to fix the widescreen, when in reality they're actually fixing 4:3, and it changes nothing.

Here are the screenshots after the widescreen patch:





It's the exact same behavior as the fix from the first patch.


I'm not sure what to say to this. :)

Before the game is released, they announce it will have proper widescreen with a vertically locked FOV so widescreen is cool. After it's announced, it's discovered that 4:3 is vert+ and people complain. 2K then comes out and says a bug that cropped up right before release is the cause of this and that it will be fixed. They release their first patch and it's fixed; 4:3 is no longer vert+ and is now hor-. Then they release a second patch that does the same thing as the first patch. What I'm thinking is that since it was a bug, as they put it, that one of the developers had already fixed it for the first patch and just didn't make note of it. It could also have been a bug that affected multiple things, and one of the fixes they did for the bug inadvertently also fixed the scaling problem. So they fixed it but were unaware of it and then later released the fix separately.

Anyway, the changelog mentions this:
- Fixed an issue where 16:9 and 16:10 resolutions were letterboxed versions of 4:3 resolutions, thereby properly fixing the FOV by expanding the horizontal player view as intended.


As I stated before, this is wrong. 16:9 now is the same as it was upon release and 4:3 lost vertical and horizontal instead.



On another note, 16:10 users get the shaft.

The HUD elements are stretched vertically/squashed horizontally, and the helmet doesn't even appear at all.

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PostPosted: 23 Feb 2010, 20:29 
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Hahaha...

Is there maybe an FOV option in the menu now, like the original got?

Edit: No FOV option, but I loaded it up and the default FOV did feel better. Before I was quickly hitting F11 for my custom FOV but the default FOV now feels playable to me.


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PostPosted: 24 Feb 2010, 01:24 
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There's no change to the FOV. I don't think this patch changed anything at all.

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PostPosted: 24 Feb 2010, 01:49 
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I dunno, I didn't test it or anything, but when I loaded the game it felt more open. Could have easily been my imagination.

I notice my F11 doesn't work either, they must have redid the ini.


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PostPosted: 24 Feb 2010, 05:37 
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Maybe they thought to include a fix for multi-monitor, but I wouldn't bet on it. The 2k guys seem pretty dumb, for develops. I mean, every class has poor student, right? And dipshits do tend to cluster...


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PostPosted: 24 Feb 2010, 18:47 
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Well this was all the 2K B-teams teaming up, remember.

Like a special needs videogame.


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PostPosted: 25 Feb 2010, 03:46 
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Yeah, it was made by an entirely different development team than the first. This is why I find some of their mistakes this time around forgivable. At least they acknowledged the problem, made statements about it, communicated with the public about it, and (mostly) fixed it.

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PostPosted: 25 Feb 2010, 06:39 
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Well this was all the 2K B-teams teaming up, remember.

Like a special needs videogame.


Hah, so I guess that goes to validating my theory. But i did not know that. So they get a TINY break for it, but they still should have known better.
With widescreen home movies and televisions being so common now, you'd think that proper WS would be neigh-command knowledge. For devs, in particular.


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PostPosted: 26 Feb 2010, 19:57 
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Yeah, it was made by an entirely different development team than the first. This is why I find some of their mistakes this time around forgivable. At least they acknowledged the problem, made statements about it, communicated with the public about it, and (mostly) fixed it.

2K Australia handled the PC porting duties for BS1 and I believe that it was the same story with BS2 (listen to the podcast available here).

I sit down with Jake from 2K Australia and talk about the ins and outs of the PC version of BioShock 2 for the tenth episode of our podcast series.


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