![]() You could donate an AMD video card to Terry MacDonald, it may help developing AMD Eyefinity support. I've tested DisplayMagician and it does work fine.īoth Display Manager work on NVIDIA Surround only. An alternative is the fork of Helios called DisplayMagician. Some time ago I mentioned the Helios Display Manager, but the developer was quite busy and the product isnt finished yet. It will work for any DX version, for OpenGL, for any graphics API. This manager will enable NVIDIA Surround as you start the game and switch back to your default desktop settings as soon the game shuts down. But especially with the optimizations that were made by Microsoft with Windows 10, the difference is mostly neglectable.Īlso for some things, like using multiple monitors, it might be required to use the exclusive fullscreen mode.Step 1, option B Extension - Display ManagersTo avoid the issues with running Surround 24/7, a display manager can be used. However, since there is slightly less overhead on the GPU, exclusive fullscreen can lead to a slightly higher performance. ![]() Also windowed fullscreen allows pretty much any resolution (when manually entered in the game.xml) and not just the resolutions reported to be supported by the monitor. Generally windowed fullscreen gives the best experience, since swapping to the desktop or another application is pretty much seamless, whereas with exclusive fullscreen there is a significant delay when switching. In this case, the resolution of the GPU output is actually changed to the selected resolution and is then upscaled by the monitor as needed. The old style of fullscreen is still available through the settings and is called 'Exclusive Fullscreen' ('exclusive_fullscreen' in the game.xml). This mode is simply called "Fullscreen" in the settings (the game.xml calls this 'windowed_fullscreen'). Instead we create a window that is as big as the desktop and internally scale up from the selected rendering resolution to the desktop resolution. In that case the output resolution of the GPU is not changed to the selected resolution. We however have that on the list of potential future improvements.įS22 will use a new type of fullscreen mode by default (borderless windowed called by some games). The UIs are not all fully optimized for that case, but the regular rendering of the game is working great. The game generally supports multiple monitors since FS08 if you setup your driver correctly to report the full screen size as an available resolution. Hopefully with FS22 this has been addressed.Įdit: I've just asked MrMarcel and he says, and I might as well quote: ![]() If you've got 3 monitors of the same resolution I suspect this would work fine (mine are 2560x14x1200, so I guess this confused it).įrom my quick look, the only issue, and this was an issue which many complained about with FS19 on ultrawide monitors, is that the map view (in the escape menu) has massive icons compared to the screen size and covers about 1/4 of the screen. The only issue was it didn't start filling the screens, but it was easy to drag it across to to the correct position. I've just tried the XML on FS19 across my two monitors and it works fine. Or if you're on Nvidia hardware perhaps you could use the Surround feature to create a custom resolution (at least it looks like that's what it does - I've not tried it). According to Kermit there is a borderless windowed mode with FS22, so in theory you should be able to create a custom resolution in the XML file across all your monitors. ![]()
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