http://forum.egosoft.com/viewtopic.php? ... 96#2282152
(New post cos I thought it was getting a bit off-topic for the News thread)
Your 1680 x 1050 screen has an aspect ratio of 1.60, it not so different to the 'older standard' aspect of 1.33Ecthelion wrote:http://forum.egosoft.com/viewtopic.php? ... 82#2014682
Those pictures are all weird aspect ratios though. Can you show us some 16:9 and 16:10 screenshots that show stretching? It might be that it only looks right at "normal" aspect ratios.
when compared with 'dual' or 'triple' screen.
The stretching at the periphery is definately fish-eye effect, not a general screen-stretch
(as Nanook has pointed out).
These pictures have been scaled to the same height for easier comparison
(click on any one, if you want to see the full-sized original images):
'standard' aspect 1.33 (eg 1152 x 864)
[ external image ]
'wide' aspect 1.60 (eg 1680 x 1050), similar to 1.58 (eg 1900 x 1200)
[ external image ]
'dual screen' aspect 2.66 (eg 2304 x 864)
[ external image ]
'triple screen' aspect 3.56 (eg 2176 x 612)
[ external image ]
This is controlled by setting the proper DX3D parameters used when rendering.Ecthelion wrote:The FOV is properly scaled as the aspect ratio changes
eg for D3DXMatrixPerspectiveFovLH(), where you get to define the 'projection' maths,
among the parameters are the FOV as an angle (eg 50 degrees), and a width:height ratio of your window.
Hence it allows you to keep the same degree of 'fish-eye' at various window resolutions (or specifically at various aspect ratios).
The top image above could be superimposed over the centre of the bottom image above, and you'd see no change.
(except there are slight differences in that the above are screen shots, I just had slightly different ship-guns firing to prove I wasn't cheating).
[And parameter, if you're reading this, there's no symbolism here, they're just pretty colours, OK?
