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Guotman
Posted - 2011.06.22 22:09:00 - [1]
 

Edited by: Guotman on 23/06/2011 06:31:00
Edited by: Guotman on 23/06/2011 06:30:39
hi,

the camera center option on incarna camera setting are to close to the middle of both monitors in the maximum settings of right or left.

my character are located in the right 30% of my left monitor (the 2nd monitor ist right of them). it isn't possible to center the character correctly at 50% (in the middle of one monitor with a setup of two monitores usin in dualview (fixed window 3360x1050).

i hope you will fix this an make the incarna camera center like the normal camera center setting above.


*edit* pls use this thread: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1534972

thx for a great game

Kal'Tyra
Posted - 2011.06.22 22:19:00 - [2]
 

Edited by: Kal''Tyra on 22/06/2011 22:21:52
try the mousewheel, it helps

even better, there is Incarna camera option in the game menu

Jouet
Posted - 2011.06.22 23:50:00 - [3]
 

Edited by: Jouet on 22/06/2011 23:52:17
@mod; pls delete this post

Guotman
Posted - 2011.06.22 23:53:00 - [4]
 

Edited by: Guotman on 22/06/2011 23:53:47
Originally by: Kal'Tyra
Edited by: Kal''Tyra on 22/06/2011 22:21:52
try the mousewheel, it helps

even better, there is Incarna camera option in the game menu


with mousewheel i can only zoom in like my first post and zoom out with the result of centering the character in the middle of both monitores like [___(][)___], this is useless on full dualview in fixed window mode.

btw this should be changed, too.

all these things are now at TQ and live.

Shaira Skatan
Serenity Prime
Cascade Probable
Posted - 2011.06.26 01:08:00 - [5]
 

Edited by: Shaira Skatan on 26/06/2011 01:34:42
Edited by: Shaira Skatan on 26/06/2011 01:12:15
TL/DR: In space our camera spins around the ship even when offset, not the middle of the 3D environment. Why can't it work this way with Captain's Quarter's?


EDIT: I realise I might have mis-explained the problem in my post: The camera does actually spin around the character... However, the, as I'll call it, "center-of-motion" does not. While walking (holding W and left-clicking to control your walking-direction), it "feels" like you're spinning around the center of the 3D environment (ie, between both monitors), because that's where you're walking to. Although the camera literally does spin around the character, the character does not walk to a spot "deeper" than the character, but rather walks to the center of the 3D environment.


I was going to write my own thread on this, but I'll just tack onto this one.

Despite hasty replies from users who clearly don't play in dual screen mode, this is a legitimate concern.

While it is possible to use the Incarna camera option to move the character onto one screen or the other, this doesn't solve the problem.
The real problem is that the camera still spins around the center of the 3D environment (not around the character), which when running dual monitors, is smack-bang on the right-edge of your left monitor, and on the left-edge of your right monitor.

It is incredibly off-putting to have to look in between both monitors in order to walk in a straight line, and it's only worse when you offset the character to the middle of one monitor... The you have to imagine a diagonal line on your 2D screen-space (the monitor where your character stands) that maps to 3D-space from where your character stands to where you want the character to move. This is incredibly off-putting.

And no I don't want to disable CQ. Why? Because it draws back to the immersion problem. A 2D static background is boring and feels lame. Now to be quite honest, I personally don't need a "toon" to enjoy a game - I loved ship-spinning, it made sense and it felt intuitive. Walking a character to a spot between two monitors does not feel intuitive... So now that we have CQ with bad camera spinning problems, it's a lose-lose situation. The only solution would be to either go back to playing on one monitor (not an option IMO) or buy a third monitor, which 1. costs money, and 2. Generates additional concerns surrounding Graphics Processing and maintaining a solid Framerate.


So to conclude: In space our camera spins around the ship even when offset, not the middle of the 3D environment. Why can't it work this way with Captain's Quarter's?


PS: Why does WASD not work like an intuitive FPS? Back (S) should mean "walk backwards", and left/right (A/D) should mean strafe-left and strafe-right... (a side-concern from the bigger topic above)

Soden Rah
Gallente
EVE University
Ivy League
Posted - 2011.06.26 01:20:00 - [6]
 

Edited by: Soden Rah on 26/06/2011 01:22:40
Originally by: Shaira Skatan
Edited by: Shaira Skatan on 26/06/2011 01:12:15
TL/DR: In space our camera spins around the ship even when offset, not the middle of the 3D environment. Why can't it work this way with Captain's Quarter's?


I was going to write my own thread on this, but I'll just tack onto this one.

Despite hasty replies from users who clearly don't play in dual screen mode, this is a legitimate concern.

While it is possible to use the Incarna camera option to move the character onto one screen or the other, this doesn't solve the problem.
The real problem is that the camera still spins around the center of the 3D environment (not around the character), which when running dual monitors, is smack-bang on the right-edge of your left monitor, and on the left-edge of your right monitor.

It is incredibly off-putting to have to look in between both monitors in order to walk in a straight line, and it's only worse when you offset the character to the middle of one monitor... The you have to imagine a diagonal line on your 2D screen-space (the monitor where your character stands) that maps to 3D-space from where your character stands to where you want the character to move. This is incredibly off-putting.

And no I don't want to disable CQ. Why? Because it draws back to the immersion problem. A 2D static background is boring and feels lame. Now to be quite honest, I personally don't need a "toon" to enjoy a game - I loved ship-spinning, it made sense and it felt intuitive. Walking a character to a spot between two monitors does not feel intuitive... So now that we have CQ with bad camera spinning problems, it's a lose-lose situation. The only solution would be to either go back to playing on one monitor (not an option IMO) or buy a third monitor, which 1. costs money, and 2. Generates additional concerns surrounding Graphics Processing and maintaining a solid Framerate.


So to conclude: In space our camera spins around the ship even when offset, not the middle of the 3D environment. Why can't it work this way with Captain's Quarter's?


PS: Why does WASD not work like an intuitive FPS? Back (S) should mean "walk backwards", and left/right (A/D) should mean strafe-left and strafe-right... (a side-concern from the bigger topic above)



This is a legitimate problem...
I noticed it on day one of testing (being a dual screen user) I posted feedback about it, told CCP Chilliad directly in local on Duality, and filed a BR.
I also mentioned the problem with the NCC in that it has no offset of any kind and that this meant the avatar is split between the screens making sculpting even harder...

His response...

get a third monitor...

Good Luck getting this fixed... you're going to need it.

EDIT: also the camera offset in Incarna operates in the opposite way from the offset in space... A minor detail, but its the little things that come to annoy the most.


 

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