Screen Resolution Cut Off and Triple Image

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BarryBGB
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Screen Resolution Cut Off and Triple Image

Post by BarryBGB »

I have 3 monitors. 2 of which are 1920x1080 and the center one is 2560x1440.
I cannot get a proper picture on either of them running LoG version 1.3.6.

I can set all 3 of them to 190x1080 but when I set the game to 1920x1080 the game extends on both sides and cuts off the bottom making the game unplayable.
If I set the center monitor to 1920x1200 I can see the bottom of the LoG screen but the sides are still stretched past the monitor.

I have tried disabling the other two monitors and just use the 2560x1440 connected with the same problems.
It seems like the only usable settings are the game run at the lowest resolution, 1024x768 and the monitor set for 2560x1440 as this image shows. (for some reason, the full image does not show here. The monitor is set for 2560x1440
Image

I have tried running in borderless and that doesn't help either.
I also cannot run it with any resolution and the game set to fullscreen. It displays a triple image as below.
Image
This is of course not full screen, but it the colors are exactly like this in any fullscreen.

What is causing these problems and how do I correct it?
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Sol_HSA
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Re: Screen Resolution Cut Off and Triple Image

Post by Sol_HSA »

The "triple image" is anaglyph (i.e, red/blue glass 3d image); you probably have stereo-3d option enabled in your video drivers, or have some stereo-3d software installed. Grimrock has no built-in stereo-3d support, so that feature must come from somewhere else.
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badhabit
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Re: Screen Resolution Cut Off and Triple Image

Post by badhabit »

BarryBGB wrote:I have 3 monitors. 2 of which are 1920x1080 and the center one is 2560x1440.
I cannot get a proper picture on either of them running LoG version 1.3.6.
Hmm, think found something related, there seems to be a calculation before switching to windowed mode which tries to use the native resolution (maybe hardcoded to the first display, assuming all are the same?).

As I have only a single monitor setup is was trying this: If you select a windowed resolution sligthly greater than the physical one the apply button in option menu becames unreachable, the scaling formula seems to fail in this case. If you select the same windowed resolution while increasing the physical monitor resolution scaling of the option menu works correctly. Pictures below:

Windowed mode 1024x758, physical 800x600 -> scaling calculations fails, apply button unreachable
Image

windowed mode 1024x758, physical 1280x1024 -> scaling works, option menu proper scaled, apply button reachable
Image
Also, my biggest possible physical resolution "2048 x 1536" works also well in windowed mode, so the problem is most likly not the absolute resolution but the ratio between some physical resolution and some other windowed resolution for LoG.

I think in your case LoG checks the smaller left (and first display?) monitor, while you are using the bigger middle one. Can you try reordering your displays, the biggest monitor as left and first one of your displays and check if LoG windowed works than?
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Nickydude
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Re: Screen Resolution Cut Off and Triple Image

Post by Nickydude »

Sol_HSA wrote:The "triple image" is anaglyph (i.e, red/blue glass 3d image); you probably have stereo-3d option enabled in your video drivers, or have some stereo-3d software installed. Grimrock has no built-in stereo-3d support, so that feature must come from somewhere else.
It does indeed look as though red/blue 3D is turned on as the colours are as they would be for red/blue 3D, also the passageway has the 'triple' images, but the text does not.
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BarryBGB
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Re: Screen Resolution Cut Off and Triple Image

Post by BarryBGB »

I will give those ideas a try. BTW, I have turned off the 3D and stereo in the NV control panel and that doesn't help, also I have the 3D vision 2 installed but that only is for the 3rd monitor which is a Asus VG278HE.

*edit: Just tried the 1280x1024 for either one of the monitors and keeping the game at 1024x768 produces a very stretched out image with the "Apply" button still off screen.
What I will try next is to completely remove the other two monitors, uninstall all the 3D software and try each monitor by themselves.
Maybe that can tell me something more.
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Sol_HSA
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Re: Screen Resolution Cut Off and Triple Image

Post by Sol_HSA »

Nickydude wrote:It does indeed look as though red/blue 3D is turned on as the colours are as they would be for red/blue 3D, also the passageway has the 'triple' images, but the text does not.
I tried with my red/blue glasses and yes, it's stereo-3d =)
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Sol_HSA
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Re: Screen Resolution Cut Off and Triple Image

Post by Sol_HSA »

BarryBGB wrote:I will give those ideas a try. BTW, I have turned off the 3D and stereo in the NV control panel and that doesn't help, also I have the 3D vision 2 installed but that only is for the 3rd monitor which is a Asus VG278HE.
I have the same display, and I've noticed at least once that the drivers, for some reason, turn on the analyph mode even though I could have sworn I've switched the whole stereo 3d off..
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Dr.Disaster
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Re: Screen Resolution Cut Off and Triple Image

Post by Dr.Disaster »

badhabit wrote:Hmm, think found something related, there seems to be a calculation before switching to windowed mode which tries to use the native resolution (maybe hardcoded to the first display, assuming all are the same?).

As I have only a single monitor setup is was trying this: If you select a windowed resolution sligthly greater than the physical one the apply button in option menu becames unreachable, the scaling formula seems to fail in this case. If you select the same windowed resolution while increasing the physical monitor resolution scaling of the option menu works correctly. Pictures below:

Windowed mode 1024x758, physical 800x600 -> scaling calculations fails, apply button unreachable
It is clearly stated in LoG's system requirements that the minimum required resolution to play is 1024x768.
Going with anything smaller than this may work but it's not supported plus you have to manually edit LoG's config file then.
badhabit
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Re: Screen Resolution Cut Off and Triple Image

Post by badhabit »

Dr.Disaster wrote:
badhabit wrote:Hmm, think found something related, there seems to be a calculation before switching to windowed mode which tries to use the native resolution (maybe hardcoded to the first display, assuming all are the same?).

As I have only a single monitor setup is was trying this: If you select a windowed resolution sligthly greater than the physical one the apply button in option menu becames unreachable, the scaling formula seems to fail in this case. If you select the same windowed resolution while increasing the physical monitor resolution scaling of the option menu works correctly. Pictures below:

Windowed mode 1024x758, physical 800x600 -> scaling calculations fails, apply button unreachable
It is clearly stated in LoG's system requirements that the minimum required resolution to play is 1024x768.
Going with anything smaller than this may work but it's not supported plus you have to manually edit LoG's config file then.
First, it's plainly ugly to write games/programs not resolution independent (it's not state of art anymore, come on!) and instead "hard code" things that it only works in a small range of resolutions. In the last 2 updates most problems with that respect were fixed, but not all as we also see here. Also, I believe to make it one time right, by writting the graphical rendering resolution indepened will fix pro-active many, many bugs which WILL arise e.g with growing screensizes, multimonitor setups or a port to pad or mobile deviceswith smaller screensize.

Second, I was using the LoG supported resolution of 1024x768, which is complettly independent to the physical resolution and is also fully support and fine by OS (I can shift the window around a see the complete window, works well... only LOG got it internally wrong)

Third, you missed the another aspect: if there is a autodetection on physical screen sizes, it seems that Log does this fundamentally wrong. In general LoG should not do this in windowed mode case, instead rely on the OS here. Second how it does the autodection seems to be wrong either using just one physical screen (first one? last one?) instead of the "composed" screen or doing something like min(allphsycalScreensizes), I don't know, but it seems to be fundamentally flawed. The OT poster was also not using a smaller <1024 resolution. But he runs in the problem I was trying to demonstrate. His windowed resolution 2560x1440 (middle monitor) is bigger than the physical resolutions of the monitors left and right (1920x1080) same situation as my constructed situation, option menu apply button is not reachable. So effectivly we have here an clear design bug: in general because of not resolution independent rendering engine and therefore failing of rendering "assumptions" which sound reasonable but can fail like "windowed mode will be always smaller than physical resolution" "mulitmonitor setups have the same resolution".
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BarryBGB
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Re: Screen Resolution Cut Off and Triple Image

Post by BarryBGB »

Sol_HSA wrote:
Nickydude wrote:It does indeed look as though red/blue 3D is turned on as the colours are as they would be for red/blue 3D, also the passageway has the 'triple' images, but the text does not.
I tried with my red/blue glasses and yes, it's stereo-3d =)
Wow, I was right however I don't have red/blue glasses, only the 3D vision ones.
BTW, how does the 3D look with Red/Blue glasses?
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