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Pogo
Member

Posts: 9


« on: September 11, 2011, 01:12:50 pm »

I finally "upgraded" my ancient crt and got an lcd monitor. Since it's 16:9 i was looking forward to a better horizontal viewsize in q2, but once i forced the resolution to 1920*1080 i immediatly felt something was strange.
It seems like r1q2 does widescreen the wrong way, instead of adding to the image horizontally it crops the top and bottom off, making it feel like i'm looking through binoculars while playing. So i'm actually seeing LESS of the map in widescreen than i would in regular old 4:3.

I currently i "solved" this issue by going back to playing in 4:3 with black borders on the sides, but it feels kinda stupid to play like that on a 16:9 screen. Is there any possibility of this changing?

Some pics for comparison:
http://hem.bredband.net/b161669/normal.png
http://hem.bredband.net/b161669/wide.png
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mhanor
Member

Posts: 120


« Reply #1 on: September 12, 2011, 12:13:31 pm »

For example, ioquake3 works the same way.
Try adjusting the "fov" cvar.

As I understand, by reading some info on the web, true widescreen games maintain constant vertical angle of view, while adjusting the horizontal angle of view, depending on the screen aspect ratio.

You could submit an enhancement request on http://www.r1ch.net/mantis/
Interesting comments: http://www.codinghorror.com/blog/2007/08/widescreen-and-fov.html
« Last Edit: September 12, 2011, 12:35:52 pm by mhanor » Logged
puppy
Member

Posts: 11


« Reply #2 on: October 06, 2011, 10:09:31 am »

you should increase fov

new fov = 2*ArcTan( (X/Y) * (Y_old/X_old) * tan(fov_old /2) )

where X_old and Y_old are normal widescreen resolution (3/4 = 0.75)
where X and Y are widescreen resolution

for example normal fov was 105 in 1920x1080 it should be 120
(round up to the lower whole)

2 * arctan( 1920/1080 * 0.75 * tan(105/2) ) = 120

in calc should set "degrees" mode
« Last Edit: October 06, 2011, 10:14:30 am by puppy » Logged
Pogo
Member

Posts: 9


« Reply #3 on: October 08, 2011, 10:07:41 pm »

Increasing the fov will also deform the picture and make things appear smaller, and i'm happy with the fov i'm using now. My point is that if this was implemented properly i shouldn't need to change my fov. Unless this is done intentionally to combat the "advantage" of having a wider view, but surely that can't be the case? It works the "right" way in Quake Live for example, there you can see more horizontally while avoiding the deformation caused by changing fov. AFAIK R1ch isn't planning on releasing anymore r1q2 builds though, so i don't have high hopes of this getting adressed.
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