cygnific wrote:
Skid wrote:
leop wrote:
Native eyefinity support but its not optimised for multimonitor.
It is optimised for multi-monitor <snip>
No, it isn't optimised. Why do you say that, when obviously the icons to build stuff are one the far left of the screen? It's comments like that, that make game producers lazy. With half working solutions and call it multimonitor certified.
Nice snip, you completely missed the counter argument on that post to what you just said, a spanned UI does not automatically mean the game isn't optimised for multi-monitor systems.
Skid wrote:
The fact the game UI is spanned is a none issue in a strategy type game or a city builder in this case.
There is a reason why our DR list the following options as multi-monitor HUD position (Optimized, Position Effects Gameplay, Stretched and Unusable) and that's because in some games, like RTSs and games like SimCity, it is often preferable to have the UI span all 3 screens, the reason being:
1) Because of how these types of games are played you already actively use the screen space on all 3 screens, your focus isn't bound to the centre screen.
2) It often allows more units or structures to be displayed without the need to scroll though them, saving time when you need something quickly.
3) More information can be display at any given time and in the sort of games listed above, information is paramount.
and 4) This more applies to RTSs but the last thing you want is the UI to cut across the view and potentially hide units from your view.
The benefits of a spanned UI in this sort of game outway the inconvenience of it being a little further away, and that is a very small inconvenience since your focus on this sort of game, is not centralised like it is in RPGs, FPS, Action games, etc. This was and I'm fairly sure still is the conciseness among the members WSGF.
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