Multiple Displays

Discussion in 'General Discussion' started by dangerousdave, Apr 2, 2023.

  1. How does tsc work with multiple displays, for example if one was to build a replica of a cab, could you set up the displays in a way to represent all the windows? Or is that asking too much?

    Thanks.
     
  2. Pookeyhead

    Pookeyhead Well-Known Member

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    I'm fairly certain that can't be done.
     
  3. Oh bugger. Was a dream to start with I guess.

    Thanks.
     
  4. triznya.andras

    triznya.andras Well-Known Member

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    You can actually play with field of view and screen merging in your GPU software.
    You cannot have multiple views or rearrange your UI, but if you check some screenshots by wide screen users, you can extrapolate.
    However, in that setup you'd ideally shoot for three screens, which even at 3860x720 sounds taxing.
    Note that it's not resolution but also field of view, more visible objects.
    That said if your PC can handle 4K, 3x2K should work.
    As for the FoV, you should be able to test it as is, I ran some trains with adjusted settings before a sound panning change. Note that a wider screen means it goes further-further, but maybe you could set a funny resolution like 1920x720 or something.
     
  5. I see. So if was to set up a cab where only the drivers side is visible, It could be done across 3 screens. Running a lower demanding resolution.

    Thanks.
     
  6. Doomotron

    Doomotron Well-Known Member

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    I have experimented with it in the past using the Nvidia control panel. It merged both my monitors together to create a 3840x1080 display, although this applied everywhere annoyingly, not just in TS, although it was only quick testing. From what I remember, TS will work as if there's more screen space available and therefore more will be shown. The HUD (AFAIR) only appears on the leftmost display.

    EDIT:
    20220808144416_1.jpg
    I found the only screenshot I took when I used multi monitor displays. The HUD is invisible because I used Control+S, but contradicting what I said earlier it appears to have increased the FOV enough to show enough stuff on screen.

    EDIT 2:
    20230408025939_1.jpg
    The HUD appears in the middle for me (I was using two monitors). I assume a triple monitor setup will mean the HUD will be on the centre display. Like the HUD, the main menu (but strangely not the editor UI) will appear in a box in the centre the native resolution of the monitors. On a triple-monitor setup this will mean it appears on the centre display, but for me it meant the menu was split between the two monitors down the middle. You can also see that the FOV is definitely stretched; for me using the feature was quite disorientating. You may have better luck on a triple-monitor setup.
    20230408025921_1.jpg
    As a result, restrictive cabs like this one are unusably cut off. I did have my camera FOV setting changed to be wider, but setting it to the default setting or below made it too narrow (not pictured).
    20230408025931_1.jpg
    That said, the interior view looks fine. But overall, the multi-monitor support in TS is not good enough for me.
     
    Last edited: Apr 8, 2023
  7. triznya.andras

    triznya.andras Well-Known Member

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    Yes, the calculation assumes you're sitting a certain distance (say, 30cm) away from your monitor and it's flat. So if you look to the side, things get shorter, and the rendering compensates to create an actual field of view. I already notice it with 16:9 when I photograph something at the edge. It widens things, changing proportions.
    Must note that when TSC was designed, monitors were actually curved backwards (CRT), and also much less wide.
    Triple monitors will be even more aggressive as the logic just scales.
    I'm not sure this distortion is actually necessary, I would welcome if it could be toggled. It's particularly bad with multiple monitors because you have multiple 90° (straight on) views so it becomes flat out stupid.
    So the whole point is really just using your side monitors for extra information and the feel.

    ... Unless it actually doesn't and it practically fails to adjust for the angle, rendering objects at the same width regardless of viewing angle.
     

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