OK, its probably a reasonably low priority but it would be great in windows mode to drag market/auction house, journal, world map, etc windows to a separate monitor. So I can have my latest mission details and a real time map up while I explore a cave or travel the city.
Cheers
I like that idea, move all those little windows off to my second... of forth monitor. Lotsa chat windows open without blocking my view of what's goin on. It should be something that's possible now. Most of the newer apps I run let me drag windows past the border of the app unlike the state of things 9 or 10 years ago.
I think *part* of the problem, especially for 3d stuff, is going to be all down to how the window is put together...
If unreal allows it, then i have no problems with it (just so long as there is a "snap to window edge" option as well). I have a *feeling* that this might well be far harder (if not impossible) due to how unreal does it.
Even something like Supreme Commander (which did take advantage of multi screen setups), had to totally take control of the 2nd monitor for the map to do it... (not sure if it could do it in windowed mode)... but the only workaround that i can think of is by using the OS to generate the various sub windows
I do like the idea having two monitors myself. However I agree with Gangrel add to that such features would be low on the priority list if we want this game out in the two year window.
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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP
I would love multi-monitor support, take non-essential stuff off to one monitor and main mission/character control on another.
At the very least allow us to move the mouse pointer from one monitor to another. When playing Skyrim I have to do the Alt + Tab to switch programs. Say change my music I'm playing on Itunes. Or look up a map or post a comment. Even if I put it in windows mode there are issues.
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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP
Games with a first person viewpoint *as standard* tend to suffer this problem more often than not. I have had it with Borderlands as well, so they tend to capture the mouse pointer until you just alt tab away from it (even in windowed mode)
This is because otherwise, if it didnt capture the mouse, turning 360 with it just by using the mouse (at least in 1st person view) would be *impossible* to do. If you notice, even with CoX when you rotated the camera using the mouse (right mouse hold and left mouse hold) and then move, the mouse pointer disappeared.
This was because the movements then had been captured by the game window, to enable you to do stuff like this.
What exactly do you mean by "multi-monitor"? You can run two monitors, extend the desktop onto the second one, and drag/drop back and forth. Is that what you're talking about? Having a large enough display (measured by number of pixels in width) that it fills up both screens?
While yes, I could run multiple monitors and play CoX, what they mean is that the game itself supports multiple monitors. So you could, for instance,drag the chat window out of the game itself and onto another monitor. This could not be done before, all of the windows in the game had to stay inside the borders of the game window. It's more about allowing these windows to be dragged beyond the games windows border than anything else.
Being honest, i *cannot* think of a game that can achieve this...
Well, there is a way to *possibly* achieve this, but it wont look pretty.
As far as i am aware, you will have to use the OS native windowing manager to do it... Which basically means that each window that you want to run off, will end up being totally separate from the main program. And then docking them *back* into the game window so that their borders disappear, and it looks natural *inside* the window... that isn't going to happen either.
Could it be something that is only possible in OSX/Linux?
*shrugs* I cannot comment, but even if it were possible am still dubious as to how well the game would like it.
True that how it works, thought I had played other first person games where I can just hit Esc bring up the in game menu and move the mouse pointer out of the game to the other monitor. Then close the menu and back to normal function.
Skyrim I got that annoying double pointer glitch when using the Alt Tab.
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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP
Actually, it would be possible to do without the native windowing. The game would just need to be able to spawn multiple windows, each of which would have a different aspect of the play area. Now...whether or not this is possible with Unreal is the real question, but it is more than possible for a single program to spawn multiple windows. Paint Shop Pro does it. I regularly drag all my tools windows to my second monitor so they don't overlap the image I'm working on.
I don't know it it's possible or not with a specific application, like Unreal. More than likely it is dependent on the application.
It used to be this was one of the differences between PCs and Macs. Macs have supported this type of windowing for applications for a very long time where it is relatively new to the PC. But I use a lot of apps on a PC now (Windows 8) that support it. To be honest, I don't recall seeing this at all on XP. but we're talking 2 years to launch and MS is going to stop supporting XP before then.
The way in which i read it was that they wanted to drag *any* part of the interface off into a separate screen, and then if they so wanted to, to drag it back into the game window, and have it merge *seamlessly* back into the game window with no problems.
Yes, you can spawn them *separately* but i cannot see a game being able to flick from "separate windows mode" to "single window mode" seamlessly... without at least reloading the client so that the compositing of the interface can be redone.
[url=http://www.gtk.org/]GTK+[/url] and such SDK's that work cross platform might help, but trust me... this will become a PAIN to manage. Especially when you want to add an extra button next to the Minimize, or System Menu entries, etc... Its best to avoid OS specific operations in general. (yea its neat, but if the API changes for one or 2 OS'es, you have to fix it). Wasting time! :/
Plus, when UDK addapts a new platform, hmm.. maybe Chromium OS, windows might not work the same as on the Windows OS/Mac/Ubuntu.
[url=http://en.wikipedia.org/wiki/Clutter_%28software%29]Clutter[/url] might be even better than GTK+, but its much more involved to implement. uses Cairo for 2D Raster/Vector drawing, what Firefox used to use!?!
I think Intel wnated to use it for its new OS, maybe to give to vendors to compete with Chromium OS nettops?
Just googled for UDK and Multiple windows:
http://forums.epicgames.com/threads/967658-VR-Stereoscopic-3D-and-CAVEs?s=c446eb42c86ef2272bbe4b5c85dfd657&p=31558680&viewfull=1#post31558680
Defiantly not features that be coming out in Issue 1. As for the multi-window idea. What if you could have things spawn in a separate window via Menu options?
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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP
Unreal has at least some set of logic for supporting a secondary monitor in it. However, whether that support *works* or not, I cannot speak to at this point. Even assuming that it does (or that we decide it is worth fixing if it doesn't), what exactly would be supported and how is not at all clear, nor is it likely to be for some time to come. While I happen to be one of those who was always wishing for the ability to move some of my stuff off onto the secondary screen, this is one of the most "up in the air" items that I can think of, offhand.
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I am all in favor of multi-monitor support!
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Wow. This would be amazing and i would literally go buy a second monitor just to be able to do this. This would mean i would have to move my computer off of my 52" TV to a smaller desk screen.
And no, i wont just buy a second 52" :P I know someone was thinking that.
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Hi, all. Please bear with me on this. I love using a multi-monitor set-up. It helps alot with projects when you need it. right now i just run 2 put i would like to get to about 4. Now, is there a way to emulate the game windows the way Windows does it. (I will not take any input in a bad way. Like to know/learn.) Next with the mouse issue. Can you or is there a way to use a second mouse for the other monitor without having to alt tab out of the game window.
AlienMafia I wouldn't think of getting another 52". I'd go get something like a 30" as a second info monitor and have it on rollers to move it where you can read it and put away when not playing.
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I never needed to tab out since i had it in window mode.
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Hmm.. It might be possible if the game ran in Full Screen Mode across 2 Screens.
It would mean the 2nd Screen cant be used to show your Media Player or TeamSpeak or other windowed apps.
You would have to Alt + Enter, Alt + Tab, etc... to switch to your other applications. :/
The system administrators at my university set up Doom to use three back projectors onto smallish screens in a lab sometime around 1994. Like being in a large phone booth. The software would show what's to your left, on the left. Similarly for front and right. Movement on the edge of your peripheral vision was terrifying. Nothing I've seen since quite does that, it's always in front of your face.
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It would be cool to see multi monitor support for a triple monitor setup similar to this:
http://www.wsgf.org/forums/viewtopic.php?f=65&t=27264
Judging from the site UE4 supports it. Of course it's another thing altogether to have the game support it well, but it would be nice.
Even cooler would be the ability to do a triple monitor setup like the link above for peripheral immersion and then a forth monitor for utilities such as TeamSpeak.
If any of this gets supported, I suppose I'll be buying a new gaming machine and 3-4 monitors when it comes out.
"THE TITANS ARE COMING! THE TITANS ARE COMING!"
Going multi monitor isn't as much of a problem as you think. You can do this for most games now just by setting a custom resolution to whatever your 2/3/4monitor display should be.
I would however also suggest that CoT include the option for "full screen borderless" mode, where it basically fakes a normal full screen mode without exclusively limiting your mouse to the game window.
I play on 2 screen 24/7, one screen for the game window, another for internet/voice comms/chat/email/video/music etc. Not all games deal well with alt-tabbing out of them. Even well built game engines can sometimes fail depending on the hardware (yes, I have had Batman: Arkham Asylum crash when I alt tabbed out of it once... just the once never more. That was in "full screen exclusive mode" (ie you cannot move the mouse out of the game window)
Gangrel, In the configuration you mention would that add peripheral data/images or just stretch one image across 3 screens? If it just stretches the standard image across 3 monitors it doesn't really enhance the experience IMO.
"THE TITANS ARE COMING! THE TITANS ARE COMING!"
It changes from game to game and developer to developer. But "multi monitor" gaming is nothing new or special.
I have been doing it since 2006ish...
The most essential part though is getting the field of view correct. And there is no "correct" FoV. It all changes on the screen resolution, how the displays are positioned, and how you are sitting.
Some people like the UI being dead center of the screens (using the side monitors as peripheral points of view, others prefer the UI being laid out across all 2 or 3 displays.
I usually Alt + Enter.. try to have the game enter Windowed Mode, then Alt + Tab. :D
I just felt some games handle that approach better. :/
Yeah, that is why I always now go for the "Full Screen Windowed/Borderless" option. Sure it is "fake full screen" so V Sync doesn't work, but on the flip side it avoids the whole "moving outside of the window" problems. And if that isn't possible then I just play Windowed mode, just at 1600x900 resolution (or something similar... depends on the style of game I am playing)
Now for MMO's that generally isn't a problem. For FPS style games, it *can* be a problem when your mouse suddenly goes out of the game window. (does it still track/move according to the mouse or does it just hang there?) but that is a whole different matter.
So going back to what I was saying earlier: There are ways to make the game play on multiple monitors no matter what.
What the developers would need to do is ensure that the UI is not rendered with FoV taken into consideration (so that it doesn't blur1/deforms at the edges of the game window) and that you can also tweak the FoV of the game world as and how you want.
Those are really the only things that they would need to take into consideration. One thing that *could* come in possibly useful for them is "bezel compensation", but that can also typically be done in the graphic card control panel options as well (or at least it used to be)