The game will automatically work the heading out based on the position and fov of the monitors so normally you shouldn't need to change this - but if they're not touching it can be used to adjust for the gap between them. One looks straight ahead, one looks directly at the second monitor. Since you are sitting in one spot, both cameras will have the same position, but their heading will be different. I understand the overall concept - each monitor definition is really defining three things - a camera, a render plane, and the size of the area to be rendered in that plane. You'll almost certainly need to set this for both monitors.Įdit: multimonitor mode 4 is far, far more complicated than I deal with for mode 2, so you're still on your own for trial and error, but I /think/ this is the correct direction. take the current fov of the monitor and divide it by 0.571428 to get the functional equivalent of the current fov (which looks like it's probably about right). You should be able to fix this by setting horizontal_fov_override to the appropriate fov. Everything is probably going to be a lot bigger than you want. Eyeballing it, this should actually line up with the second monitor. That'll cause the calculated fov to change, though - the monitor will be just about half it's current width per the config. Just changing the FOV won't help, since I think the problem is that it doesn't see it as one wide screen, but as two seperate renders somehow.Įdit: you get block formatting like this by inserting four spaces before each line.įrustum_subrect_width on the first monitor is set to 1 it probably should be the width of the first monitor - 0.571428 the second monitor has has it's frustrum x set to this value, and it's width is 0.428571 (possibly should be 0.428572, which is 1.0 - 0.571428) This is what my multimon_config looks like, but now I just render the steering wheel on two screens seperately, and the right monitor is all zoomed in and distorted. If I understand your explanation about the frustrum values correctly (and I know I don't) it should look something like this. I've got the main monitor down already, I might have done it slightly different, but for the normalized_x and _y values I think this still works. If the monitors are not angled, or not both angled directly at you, then you need to do more adjustments to get the view correct.Īlso, I run mode 2 (standard triple wide with angled sides) so my understanding of how mode 4 works may be wrong. In single-monitor mode it's grossly wide to let you see more, but in multimonitor modes you need to get it fairly accurate or it looks very weird because the monitors don't line up. Thus, we have the following: multimon add main 0.30 0.00 0.40 0.90Įdit: For FOV, simply sit where you normally would, and measure the arc from the left side to the right side of the display, and from top to bottom. The position of your main monitor will be left=0.30, width=0.40, top is anywhere from 0.0 to 0.1, height=0.9 the position of your second monitor will be left=0.70, and width=0.30, top=0.0, height=1.0 Multimon set main frustum_subrect_width 0.70ġ080 is only 90% of the total vertical height, so (unless the image is stretched) you are only occupying part of the vertical display, so the height is 0.90 for the 1080 monitor. multimon set main horizontal_fov_override The visual portion of the display occupies the right 70%, or 0.70, so we now know the X position and the width. Monitor positioning uses relative coordinates, so your X position will be the relative position of the main monitor, which is 1920/6400 - or 0.30. Triple wide, you would have a resolution of 6400, and the left side of your ultrawide is at x=1920. It looks like you need to set the FoV to the that of the ultra wide + 2x the 1920x1200 (eg, if you had three monitors arranged at 1920 + 2560 + 1920), then you use the frustram to tell it that you only want to see part of that. See this for more info as I think this covers what you need: If I understand this correctly, by default the view is rendered assuming you will be looking at the center of your virtual display this lets you move the area you are looking at to match. Sounds like you're using multimon mode four, which is correct for your mismatched monitor setup.
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