Greetings,
I am one of the players who play this game with 3 monitors so I get a better view when I play.
Must say it's alot of fun as well.
But I wonder, could they for example put in so you can have the map open at all times? Or a zoom in and out function for the minimap?
I do allso have a fourth monitor hooked up as well that I usually use for streaming software and teamspeak, but having the option to show the ingame map on that screen would be awesome
What do you guys think?
0
Multi Monitors.
Started by Lashina, Aug 08 2014 04:12 AM
3 replies to this topic
#1
Posted 08 August 2014 - 04:12 AM
#2
Posted 08 August 2014 - 04:35 AM
I've often thought about just that, the only argument would be increased battlefield awareness which translates into winning so people would cry.
#3
Posted 08 August 2014 - 08:25 AM
I have two monitors, but play the game one just one (TS is on the other).
I have the issue where the game will not take over the mouse reticle and sometimes I click to fire, but actually click on my other screen and I have to reclick in game. Usually only happens once per match and then it sticks. Quite annoying.
I have the issue where the game will not take over the mouse reticle and sometimes I click to fire, but actually click on my other screen and I have to reclick in game. Usually only happens once per match and then it sticks. Quite annoying.
#4
Posted 08 August 2014 - 09:51 AM
Greetings all,
Reference the 2 monitors,
If you look into the TS 'overlay', it allows you to see who is in channel and who is speaking, additionally it displays any links that were posted in the chat area.
- Using that overlay (not the wolf one) allows you to drop the TS window to the task bar, and still see what's important.
- It will also stop the cursor from being linked to the Ts window if it's not inside the game window when the match starts.
Reference the map,
The idea of having a 'dynamic' mini map that allows for zoom and un-zoom has been brought up way back in early Beta days.
- Even linking the mini map to targets the player 'locks' and expanding to show this new contact is not happening, as sometimes this new target is beyond the mini's range.
- PGI had stated this mini map feature is a somewhat difficult item to make work correctly in it's current form.
- Converting it to dynamic sizing may be outside the engines capabilities.
(there are times when a command map icon is placed on the map but it is outside the current mini's view.)
I would like to have the mini map to show the area to target for whatever Enemy I currently have targeted. Shrinking or expanding as required, but always having a default standard size it reverts back to when no targets are selected.
On having a separated map on a separate monitor,
- CryEngine only has the ability to display one directional view at a time, when the expanded map image is overlaid on the Pilots view it's in a semi transparent setting. So the Pilot can still navigate the Mech while observing the info. (and just recently enabled correctly, as before the Mech would stop moving when in this view.)
- Having the ability to move the map to a specific location, whether it is a different monitor or just a location in the cockpit can not be done now. It's not size selectable and is locked to the main view window. (although you can zoom in a bit.)
- Multi monitor support for this game is only starting to be addressed, the MechLab is a good example of lack of 3 monitor correct usage. (torn image on left monitor and wasted space on the right monitor.)
- There would need to be separate settings for single and multi monitors that move images to pre-set areas for these types of displays. (and lots of UI design work required by the PGI teams, as it effects quite a few items that are looking for activity or changes at specific locations on the UI or MechLab.)
As a note there are 3rd party programs that can 'monitor' specific locations on a selected monitor and present it in a different location, zoomed or not. But since the main game map takes up the entire screen this is not an option with out 'hacking' the game code for it location display settings. (violation of Player terms and agreements)
- It would be interesting to know if the actual main Map is always on behind the Pilots view but invisible till it's selected.
The Game doesn't look to see or identify if there are more than one monitor be used, just indicated as a really wide image in the setting options.
- Those with the option of having 3 main game monitors and a 4th for 'other' info (Ts or desktop view) could get a 'Map' displayed there if the background game code was set up for this. Similar to how some keyboards 'pull' game info out to display on there mini stats boards. The player base that currently operate this 3 monitor setup is not at the point that this is a 'priority' for PGI. They are just now bringing in the 'track Ir' updates to allow for that feature. Oculus Riff is being worked on also but it's not at a state where it can replace monitors in this fast paced game.
- It's all about where to direct the 'Priorities' for game development with PGI's rather small team.
(what would be 'really nice' or 'cool' are probably on a list somewhere but allocating engineers and designers requires pulling them off current tasks, and there is much to much 'required' systems to be completed before added 'eye candy' or 'optional selections' for items can be addressed.)
Just saying,
9erRed
Reference the 2 monitors,
If you look into the TS 'overlay', it allows you to see who is in channel and who is speaking, additionally it displays any links that were posted in the chat area.
- Using that overlay (not the wolf one) allows you to drop the TS window to the task bar, and still see what's important.
- It will also stop the cursor from being linked to the Ts window if it's not inside the game window when the match starts.
Reference the map,
The idea of having a 'dynamic' mini map that allows for zoom and un-zoom has been brought up way back in early Beta days.
- Even linking the mini map to targets the player 'locks' and expanding to show this new contact is not happening, as sometimes this new target is beyond the mini's range.
- PGI had stated this mini map feature is a somewhat difficult item to make work correctly in it's current form.
- Converting it to dynamic sizing may be outside the engines capabilities.
(there are times when a command map icon is placed on the map but it is outside the current mini's view.)
I would like to have the mini map to show the area to target for whatever Enemy I currently have targeted. Shrinking or expanding as required, but always having a default standard size it reverts back to when no targets are selected.
On having a separated map on a separate monitor,
- CryEngine only has the ability to display one directional view at a time, when the expanded map image is overlaid on the Pilots view it's in a semi transparent setting. So the Pilot can still navigate the Mech while observing the info. (and just recently enabled correctly, as before the Mech would stop moving when in this view.)
- Having the ability to move the map to a specific location, whether it is a different monitor or just a location in the cockpit can not be done now. It's not size selectable and is locked to the main view window. (although you can zoom in a bit.)
- Multi monitor support for this game is only starting to be addressed, the MechLab is a good example of lack of 3 monitor correct usage. (torn image on left monitor and wasted space on the right monitor.)
- There would need to be separate settings for single and multi monitors that move images to pre-set areas for these types of displays. (and lots of UI design work required by the PGI teams, as it effects quite a few items that are looking for activity or changes at specific locations on the UI or MechLab.)
As a note there are 3rd party programs that can 'monitor' specific locations on a selected monitor and present it in a different location, zoomed or not. But since the main game map takes up the entire screen this is not an option with out 'hacking' the game code for it location display settings. (violation of Player terms and agreements)
- It would be interesting to know if the actual main Map is always on behind the Pilots view but invisible till it's selected.
The Game doesn't look to see or identify if there are more than one monitor be used, just indicated as a really wide image in the setting options.
- Those with the option of having 3 main game monitors and a 4th for 'other' info (Ts or desktop view) could get a 'Map' displayed there if the background game code was set up for this. Similar to how some keyboards 'pull' game info out to display on there mini stats boards. The player base that currently operate this 3 monitor setup is not at the point that this is a 'priority' for PGI. They are just now bringing in the 'track Ir' updates to allow for that feature. Oculus Riff is being worked on also but it's not at a state where it can replace monitors in this fast paced game.
- It's all about where to direct the 'Priorities' for game development with PGI's rather small team.
(what would be 'really nice' or 'cool' are probably on a list somewhere but allocating engineers and designers requires pulling them off current tasks, and there is much to much 'required' systems to be completed before added 'eye candy' or 'optional selections' for items can be addressed.)
Just saying,
9erRed
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