I would love to see how everyone is putting the new wide screen capability to bear. below is a copy of my post for one of the other sections of the board.
Fighter View
(P-51)
Normal View
Gunsight
Six View
Starboard Side View
(F4-Uc)
Bomber View
Cockpit (Normal Zoom)
Rear facing
Field Gun
Tank looking back
FPS is set to Vsync and is always pegged at 60. WHen I turn off Vsync I get tearing when I turn my head using Track IR. With Sync on everything is glassy smooth. I run the HiRes pack at ~6000x1200 with everyhting maxed out.
The secret is in the SoftTH program. You can run the actual color depth and resolution of the two side monitors much lower resolution and color depth (think 800x600 at 16 bit), but because the conversion happens between AHII and the Nvidia driver, there is almost no loss in picture quality. Because the software uses only one card to do the rendering and mine happens to have three outputs (2DVI and one HDMI) I run all of this off a sing 9800 GX2. I highly reccomend using three monitors that are the same size and pixel count!!!! The reason mine does not look as good as it could is because I have a 25.5" in between two 20"ers.
HTC guys, if you want to see it in person, I'm just down the road in Midlothian TX.Here is the site for the free software:
http://www.kegetys.net/SoftTH/I'm including my config file text below:
----------------Cut below and paste into a text file named SoftTH.cfg-------------------
;
; SoftTH configuration file
; by Kegetys <kegetys[ät]dnainternet.net>
;
[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left & right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format, 'RGB32', 'RGB16' or 'YUV12'.
; antialiasing: Level of forced anti-aliasing
; anisotropic: Level of forced anisotropic filtering
; borderSize: Size in pixels of frame border between monitors that is discarded
; noHotkeys: Set to 1 to disable all hotkeys
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=800
secondaryHeight=600
secondaryRefresh=60
secondaryFormat=YUV12
antialiasing=0
anisotropic=0
borderSize=128
sideExtraWidth=0
noHotkeys=0
[Direct3D]
; ** Advanced setting for Direct3D games **
; cylindicalCorretionAngle: Amount of cylindrical correction done, use with sideExtraWidth
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
; Set to 2 to force multihead initialization even if game doesn't create device with TH resolution
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; swapOrder: Swap order at which the frame contents are copied
; autoSquash: Automatically squash output to middle monitor if only pretransformed (GUI) elements are drawn
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
cylindicalCorretionAngle=0
hideNondefaultDevices=0
forceHorizontalFOV=0
forceResolutionWidth=0
forceResolutionHeight=0
force16bitDepth=0
sleepBeforeRead=2
useMultihead=1
delayedPresent=0
swapOrder=0
autoSquash=0
d3d8dll=auto
[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale game window rectangle to triplehead size
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=0
mouseXoffset=auto
; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
; Must be last in this file
[modes]
640x480x60
640x480x75
640x480x85
800x600x60
800x600x75
800x600x85
1024x768x60
1024x768x75
1024x768x85
1280x960x60
1280x960x75
1280x960x85
1280x1024x60
1280x1024x75
1280x1024x85
1600x1200x60
1600x1200x75
1600x1200x85
1920x1200x60
------------------------------End of Config file --------------------------------------------