Will there be 'proper' multi-monitor support. eg triple screen.
To do it properly it is not the same as just giving one camera of very wide viewing angle range. (FOV)
At the moment RF1 has a Multiview mode, which is quite FPS hungry versus a hardware triple screen system. But the multiview mode has one slight advantage, as it is now....
In Hardware manner (Eyefinity, or nVidia) the camera gives a fish-eye result, and seeing the screen is far wider than high it distorts badly the more 'outwards' the content is on the screen. eg By midway into a side monitor it is badly stretched horizontally ( a car in a side screen can be stretching dramatically out to two times it real length). You can imagine the one camera is trying to show some large viewing angle (FOV), like say a 130 degrees arc, onto a flat screen (or someones X amount angled side monitors)
Multi-view does not do that distortive manner.
I expect this is because Multiview actually uses 3 'cameras' to produce the view(s), so there are three cameras each placed to show a straight ahead view at their own angle - middle camera at 0 degrees, and then side cameras of ??? what seemed to be well out at 90 degree area in RF1. Whatever the side cameras angles of view are, that is what you need to set your two side monitors at also. But the two side camera angles are not alterable in RF1, thus you need that near 90deg monitor angle to match the cameras as they are now.
It would be good if RF2 had that Multiview, but with an angle setting option so you can put your monitors at that angle you choose and then you set the game config to match those. (eg 35deg... 45deg... whatever).
And hopefully done more efficiently so it is not a huge FPS/power hit compared to using 'single camera' Eyefinity etc.
Or an even better (??) extra option to also have would be to have the single camera mode, which is far more GFX power efficient, but give a 'Distortion correction' setting option that allows you to tune in the fisheye distortion result, to suit the angles you chose to set the side monitors. eg it would be some form of 'exponential de-stretching'. Only multi-screen users would toggle it on and set it (eg in RFconfig, or in-game). Though this extra processing would also 'cost' extra gfx power, but maybe not as much as triple cameras?
But anyway..... think MULTI SCREEN, and how to give users full use of them, with correct displayed content (no distortions), and also so they can set side monitors at angles that suit their own choices.
Thanks.
To do it properly it is not the same as just giving one camera of very wide viewing angle range. (FOV)
At the moment RF1 has a Multiview mode, which is quite FPS hungry versus a hardware triple screen system. But the multiview mode has one slight advantage, as it is now....
In Hardware manner (Eyefinity, or nVidia) the camera gives a fish-eye result, and seeing the screen is far wider than high it distorts badly the more 'outwards' the content is on the screen. eg By midway into a side monitor it is badly stretched horizontally ( a car in a side screen can be stretching dramatically out to two times it real length). You can imagine the one camera is trying to show some large viewing angle (FOV), like say a 130 degrees arc, onto a flat screen (or someones X amount angled side monitors)
Multi-view does not do that distortive manner.
I expect this is because Multiview actually uses 3 'cameras' to produce the view(s), so there are three cameras each placed to show a straight ahead view at their own angle - middle camera at 0 degrees, and then side cameras of ??? what seemed to be well out at 90 degree area in RF1. Whatever the side cameras angles of view are, that is what you need to set your two side monitors at also. But the two side camera angles are not alterable in RF1, thus you need that near 90deg monitor angle to match the cameras as they are now.
It would be good if RF2 had that Multiview, but with an angle setting option so you can put your monitors at that angle you choose and then you set the game config to match those. (eg 35deg... 45deg... whatever).
And hopefully done more efficiently so it is not a huge FPS/power hit compared to using 'single camera' Eyefinity etc.
Or an even better (??) extra option to also have would be to have the single camera mode, which is far more GFX power efficient, but give a 'Distortion correction' setting option that allows you to tune in the fisheye distortion result, to suit the angles you chose to set the side monitors. eg it would be some form of 'exponential de-stretching'. Only multi-screen users would toggle it on and set it (eg in RFconfig, or in-game). Though this extra processing would also 'cost' extra gfx power, but maybe not as much as triple cameras?
But anyway..... think MULTI SCREEN, and how to give users full use of them, with correct displayed content (no distortions), and also so they can set side monitors at angles that suit their own choices.
Thanks.