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PostPosted: 10 Oct 2011, 03:59 
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[quote][quote]Seeing how perfect they had the HUD in bad company 2, I'm sure this is on their list of things to fix up. Just have to see how far down the priority is it heh.

It wasn't 100% perfect because I could never get it to compensate for Bezel Correction and the extreme edges of my HUD were always cut off because they were behind the bezel.

Strange. The only time I found that mis-alignment to happen was trying to use BC resolutions that were lower than my native one. But with 6120x1080 it worked fine still.

This is what I get when I play BC2 at 6048x1200 (Native is 5760x1200)

Red and Green Boxes measure 1920x1200 on the outside, there is a total of 144 pixels obscured on each side of the center monitor by the bezels.

It isn't much, but part of my HUD is always behind it.


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PostPosted: 10 Oct 2011, 05:20 
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[quote][quote][quote]Seeing how perfect they had the HUD in bad company 2, I'm sure this is on their list of things to fix up. Just have to see how far down the priority is it heh.

It wasn't 100% perfect because I could never get it to compensate for Bezel Correction and the extreme edges of my HUD were always cut off because they were behind the bezel.

Strange. The only time I found that mis-alignment to happen was trying to use BC resolutions that were lower than my native one. But with 6120x1080 it worked fine still.

This is what I get when I play BC2 at 6048x1200 (Native is 5760x1200)

Red and Green Boxes measure 1920x1200 on the outside, there is a total of 144 pixels obscured on each side of the center monitor by the bezels.

It isn't much, but part of my HUD is always behind it.




Yeah that's what it was doing to me with the non-native res only.

I wonder if it's because you're using 16:10, maybe they only had it tweaked for 16:9 triple wide.


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 Post subject: Perhaps the way the
PostPosted: 10 Oct 2011, 14:06 
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Joined: 29 Oct 2006, 11:40
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Perhaps the way the "compensated" resolution is exposed makes it difficult to determine each monitor resolution for proper placement, whereas the regular Surround/Eyefinity resolution would be easy to calculate. That's how I see it. I guess if I was to hack up a support method for such a thing, find out how many monitor is currently connected and use that value to divide the largest pixel value be it horizontal or vertical. For bezel compensation, that large pixel value is thrown off due to the added pixel amount.

Currently there's no standardized API to evenly expose both Eyefinity and Surround setups for which to make proper placements of HUDs. The only method which would work would be the ones used in Serious Sam HD and potentially BF3.

Both nvidia and AMD need to set aside their differences and come up with a universal API which exposes useful values to determine where to properly place HUD elements.

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