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How to properly setup multiple monitors with SoftTH.

14:54 Posted by Javier Gracia
Introduction

A few weeks ago, quite by accident I stumbled upon SoftTH. I always wanted to "triplehead" my system but I didn't want to spend a lot of money on an extra videocard to run them in SLI. Around the same time, a friend also gave me two old 19" Samsung monitors so this was the perfect time to try out triplehead through software. I bought a cheap used Geforce 7900 GS and got going with SoftTH. 

SoftTH automagically creates a config file for you to use. It simply adds up the resolutions of your monitors and uses that as the total resolution for your game. And although this works and looks good, with just a little extra effort you can actually make it look a lot better!


Problem with the default approach

The problem with the standard approach is that it does not take into account the physical size of your monitors, nor does it take into account that your monitors have bezels. Let me try to explain that with a few images.

First, let's assume you have three monitors. Your primary monitor (the one in the middle) is 1920 pixels wide while the monitors on the left and right are both 1024 pixels wide (I've chosen such a big difference between the size of the monitors on purpose because it perfectly illustrates the problems you will encounter). What most people do (and what SoftTH does by default), is simply add up these three values. So the total width of your game's viewport would become 1920 + 1024 + 1024 = 3968 pixels.

This view is then split up and sent to your monitors as follows:



This works but there are a few problems with this approach. Suppose your three monitors look like this:



Even though your primary monitor has almost twice as much pixels horizontally than the monitors on the left and right (1920px vs 1024px), those monitors are almost the same width physically as your primary monitor. So how does it look when we superimpose the three parts of the main view on top of these monitors?



So even though the monitors on the left and right monitor are almost as wide as your primary monitor, they spread out 1024 pixels of the original image over this width while the center monitor spreads out 1920 pixels. This means that the image left and right will be stretched horizontally (quite a bit actually). Also, since the outer monitors are less high, the image is squashed vertically.

This is caused because the monitors have a different dot pitch (the primary monitor packs a lot more pixels per inch than the outer two monitors).

Another problem is that we don't take the bezels of each monitor into account. Let's use a simple image to illustrate this problem:



And for argument's sake, this time let's use three equally sized monitors and spread the image over these three monitors:



Looks weird, doesn't it? The red lines no longer look attached, and the green shapes look awefully distorted. That's what happens if you simply split the original image in three and render them as if the three screens had no bezels.

How we really want the image rendered, is like this:



Yes, parts of the image are now obscured by the bezels but that's exactly how it would be in real life, if we were looking through three windows.

So how do we do that? Well, that's not as hard as it looks. :)


The solution

So we actually have two problems. The first is that we might be using monitors that don't have the same dot pitch (dpi), And we want to take the monitors' bezels into account. If we get rid of these two problems, we end up with a perfect render.

Let's assume again we have three monitors. The primary (center) monitor has a resolution of 1920x1200 while the resolution of the outer monitors is 1024x768.

First of all, we need to consider all three screens as a single screen with the same dot pitch. Because we want the primary (center) monitor to have a pixel perfect image, we want to use the primary monitor's dot pitch for all three monitors. We can usually find the dot pitch of a monitor in its manual, but unfortunately this is usually rounded to the nearest (standard) dpi value and thus not very accurate. We actually will have to measure it ourselves.

In below example I measure in inches. But you can measure in centimeters instead if you like, it doesn't matter for the calculations.

So step 1 would be to measure the width of the primary monitor. Mind you, we need the width of the screen - not the monitor:



Let's say we measure 20 inch (or 51cm) while the screen has a horizontal resolution of 1920px. This means that the screen's dpi is 1920/20 = 96dpi.

In step 2, we need to measure the entire width of the viewport - so all three monitors including the bezels. Mind you, we musn't include the outer bezels:



Say we measured 54.5 inch. That means that if this was one big 54.5 inch wide monitor with 96 dpi, it would have 54.5 x 96 = 5232 pixels horizontally.

In step 3, we need to know the physical width (and height) of the outer monitors. Again, we need the actual screen width, not the entire monitor's width:



Suppose we measure 16 inch. This means that if this was a 96 dpi monitor, it would have a horizontal resolution of 16 x 96 = 1536 pixels. This is the monitor's virtual width.

We do the same thing for the height. Say we measure 12 inch. That means if this was a 96 dpi monitor, it would have a vertical resolution of 12 x 96 = 1152 pixels. This is the monitor's virtual height.

Since in this example both outer monitors are the same, we don't need to measure the second outer monitor (if you use different outer monitors, you will need to measure that monitor as well).

In step 4, we need to figure out the (virtual) width of the two bezels in pixels:



We can either measure them and multiply the measured width by the dpi (96), or if we are using identical outer monitors, we can calculate the width. Either way, we have to make sure that the total (virtual) width in pixels of all three monitors plus the width of the bezels (in pixels) equals the total width found in step 1.

So in this case, 1920 px + 1536 px + 1536 px + virtual width left bezel + virtual width right bezel must equal 5232 px. If you measured the bezels, this probably means you will have to add/substract a few pixels to the measured width to make sure it adds up to the right value.

Since we use identical outer monitors in this example, we can simply calculate the width of a bezel:

Bezel width = ( 5232 - (1920 + 1536 + 1536)  )  / 2 = 120 px


Now we have everything we need to manually create a SoftTH config file (config.SoftTHconfig), and we put it all together in step 5:

A) Horizontal resolution primary monitor: 1920 px
B) Vertical resolution primary monitor: 1200 px
C) Width viewport: 5232 px (step 2)
D) Height viewport: 1200 px (vertical resolution primary monitor)
E) Virtual width left outer monitor: 1536 px (step 3)
F) Virtual height left outer monitor: 1152 px (step 3)
G) Virtual width right outer monitor: 1536 px (step 3)
H) Virtual height right outer monitor: 1152 px (step 3)
I) Virtual width bezel #1: 120 px (step 4)
J) Virtual width bezel #2 120 px (step 4)

So this is how we use these values in config.SoftTHconfig:

In section main:
[main]
; Use value C and D:
renderResolution=5232x1200

In section head_1 (assuming that head_1 is your left monitor):
[head_1]
devID=1
; use values 0 (zero), 0 (zero), E and F:
sourceRect=0,0,1536,1152
transportResolution=1536x1152

in section head_primary:
[head_primary]
; The primary (center) monitor doesn't start at 1536 (virtual width of left monitor), but 1536 + 120 (width of bezel #1) = 1656
; Use values E + I, 0 (zero), A and B:
sourceRect=1656,0,1920,1200
; Use values A and B:
screenMode=1920x1200

In section head_2 (assuming that head_2 is your right monitor):
[head_2]
devID=2
; The right monitor starts at 1536 (width left monitor) + 120 (width bezel #1) + 1920 (width center monitor) + 120 (width bezel #2) = 3696
; use values E + I + A + J, 0 (zero), E and F:
sourceRect=3696,0,1536,1152
transportResolution=1536x1152


And there you have it. A perfect render over three monitors. :)

Now I have made a few assumptions here. First of all, I made the assumption all three monitors are lined up at the top. If they are not, then you will need to measure the distance between the top of the primary monitor, and the top of the outer monitors and offset the vertical values in the config file by the calculated virtual pixel distance.

The other assumption I have made, is that your center monitor is the largest of the three.

But no matter what your setup is, you should be able to use above theory to create the perfect setup. And don't think for one second it isn't worth it. You will not be disappointed. The result is absolutely amazing and feels/looks much more natural and realistic.

Enjoy!

GE View: Google earth viewer for FSX and P3D

14:54 Posted by Javier Gracia
Note:  I was not quite sure where to post this, so I asked Jim Young, Forums Director, who suggested that I post it here.

For an occasional and interesting diversion from usual Flight Sim VFR flights, take a look at GE View, a new FSX and P3D application written by Robbie McElrath. GE View produces an additional view of the external world using Google earth’s satellite imagery, displayed in a separate browser window as you fly.  It can be freely downloaded from the link attached below.

Screen shots below show side-by-side comparisons. For purposes of the comparison, the main cockpit panel has been closed in the FS window on the left. In the bottom picture, note the 3D views of buildings in Sion, Switzerland, that can be seen thanks to low altitude aerial stereo imagery now available in Google earth over many cities across the world.

huFSU.jpg

QPE6X.jpg

D9wXE.jpg

b9lvC.jpg

In my opinion, the Google earth view is often spectacular in mountainous areas, but cities that have the low altitude stereo imagery are impressive as well.

GE View consists of two files, HttpX.dll
 that accesses pertinent A:Vars from Flight Sim and makes them readable to a web application, and earth.html
, the web app that opens Google earth and uses the A:Vars to control Google earth’s camera view. Those files, plus an installation guide, are attached to this posting.

In the works:

Oculus VR view: Robbie has completed a beta version of GE View that uses the Oculus Rift Virtual Reality headset (Development Kit 2 headset). It’s very cool to move your head around and see the Google earth 3D world around you as Flight Sim flies. Further work will await commercial release of the Oculus Rift VR headset and/or advancements in how the Google earth browser plug-in is implemented.

On the horizon:

Enhanced HttpX.dll: Expansion of functionality to read all types of Flight Sim variables and capability to write to L:Vars and fire events from html. This would facilitate development of a MFD on a tablet, for example. For a related product, please also check out http://websimconnect.webs.com/. Many will find that interesting as well. HttpX.dll does not use any websimconnect code, but I believe the underlying idea of joining Flight Sim with a web application is the same.

Admittedly, none of these are mainstream Flight Simulator applications, just additional interesting things that can be done. But if you’ve never been to the Alps, let GE View give you an aerial tour!


Regards,

Bob McElrath

FS9: If anyone wants GE View for FS9, please respond and an FS9 http.dll will be posted (FS9 requires a different http.dll than FSX / P3D).

Security Note: HttpX opens a TCP port (54321) on the machine running Flight Simulator. While every effort was made to ensure there are no vulnerabilities, as best practice you should restrict access to this port to your local machine or local network (for those behind home routers, most will allow external access only to whitelisted ports by default anyway). As such, use this software at your own risk.

[FSX/P3D/P3D2] Boeing 737-200c - Milviz SP3

14:24 Posted by Javier Gracia
[FSX/P3D/P3D2] Boeing 737-200c - Milviz SP3
Type:
Games > PC
Files:
1
Size:
322.4 MiB (338057825 Bytes)

Tag(s):
FSX F2004 Flight Simulator Aerosoft

Uploaded:
2014-06-08 20:18:26 GMT
By:
lawrj11

Seeders:
4
Leechers:
0
Comments
25  

Info Hash:
7C8D968206CE60247A764F336FBA96C04C0E26D2




(Problems with magnets links are fixed by upgrading your torrent client!)
THIS CONTAINS SERVICE PACK 3!

 

The Boeing 737 is a short- to medium-range twin-engine narrow-body jet airliner. Originally developed as a shorter, lower-cost twin-engine airliner derived from Boeing's 707 and 727, the 737 has developed into a family of nine passenger models with a capacity of 85 to 215 passengers.

Originally envisioned in 1964, the initial 737-100 flew in 1967 and entered airline service in February 1968. Next the lengthened 737-200 entered service in April 1968. The 737-200c with gravel kit was released shortly thereafter in an attempt to capture the short runway market. The plane is still used today by several airlines in northern Canada, Alaska and several other countries where gravel runways are the norm.

The 737 series is the best-selling jet airliner in the history of aviation.

(source Wikipedia with edits and additions)

[P3D] PMDG - Boeing 777-200LR & 777-300ER

14:23 Posted by Javier Gracia
[P3D] PMDG - Boeing 777-200LR & 777-300ER
Type:mes > PC
Files:
7
Size:
1 GiB (1074627318 Bytes)
Tag(s):
P3D pmdg777 PMDG - Boeing 777-200LR & 777-
Uploaded:
2016-01-04 08:36:11 GMT
By:
FlamerFTW Trusted
Seeders:
33
Leechers:
3
Comments
32  

Info Hash:
633B566BD732BAA5958E108ABF256A27B0E98AC3




(Problems with magnets links are fixed by upgrading your torrent client!)
latest update. This installer works with P3dv2 and p3dv3. Crack included.


PMDG 777 for P3D 1.10.7025 update
the most significant update is the introduction of new technologies PMDG747v2 saves about 250MB of memory footprint than previous versions to optimize the frame rate , also increased the sliding camera VC mode. BUILD 1.10.7025 (Released 01JAN16) [SP1F] 


Installation:
uninstall any old version of PMDG777 

1. Install PMDG777 200 first then the 300 expansion pack 


2. copy PMDG_777X.dll from crack directory, overwrite the file in your P3d "gauges" directory. (take a backup of original just in case)


3. Play and enjoy!

Blessings from FlamerFTW


P.S My connection isn't that fast so apologies on initial speeds -BUT- if you're going to complain about it then feel free to download from elsewhere

[P3D] Prepar3d v3.4.9 patches only + FSUIPC 4.957

14:22 Posted by Javier Gracia
[P3D] Prepar3d v3.4.9 patches only + FSUIPC 4.957
Type:
Games > PC
Files:
7
Size:
258.44 MiB (270995430 Bytes)
Tag(s):
p3d lockheed panel builder kiah FSDTfsrt alabeo fsuipc flamerftw
Uploaded:
2016-09-24 05:51:50 GMT
By:
FlamerFTW Trusted
Seeders:
35
Leechers:
6
Comments
15  

Info Hash:
07EA58D0E38BCCEA5615CB12C3B817D0F0DB0B65




(Problems with magnets links are fixed by upgrading your torrent client!)
* Client upgrade patches for Academic and pro plus
* cracked api.dll
* Cracked FSUIPC 4.9.57

FlamerFTW

[FSX/P3D] ORBX FTX Global v1.30

14:21 Posted by Javier Gracia
[FSX/P3D] ORBX FTX Global v1.30
Type:
Games > PC
Files:
14
Size:
4.42 GiB (4744769259 Bytes)
Tag(s):
FSX P3D Orbx FTX Global
Uploaded:
2014-10-08 21:57:09 GMT
By:
gol48
Seeders:
102
Leechers:
4
Comments
21  

Info Hash:
B145DC6A6BEFB53BF0B7AD6E329CA625FE90430A




(Problems with magnets links are fixed by upgrading your torrent client!)
as requested

you can install it over previous version (without uninstalling)
You do not need to run the texture backup process again. Simply click Cancel at the 'Browse for folder' pop-up screen to skip that step

If you have OpenLC EU installed :
Unfortunately the Global installer will put back the files that were in the 'Baltic mini-demo'. This is easily resolved by running the openLC EU East installer and this will resolve the texture issues in that region..

Have nice flights

Comments

[FSX/P3D] ORBX FTX Global openLC Europe

14:20 Posted by Javier Gracia
[FSX/P3D] ORBX FTX Global openLC Europe
Type:
Games > PC
Files:
22
Size:
9.54 GiB (10245242520 Bytes)

Tag(s):
FSX P3D FTX ORBX

Uploaded:
2014-07-18 06:26:19 GMT
By:
Anonymous

Seeders:
25
Leechers:
3
Comments
32  

Info Hash:
 
1F46C0EBEC133120DAD235DF1A73B7BBE3AF9A08
 




(Problems with magnets links are fixed by upgrading your torrent client!)
This product requires FTX Global BASE to be installed first for correct operation. Orbx also strongly recommends FTX Global VECTOR to be installed.


source : http://www.flightsimstore.com/product_info.php?products_id=2973

[P3D] FTX Global BASE v1.40

14:19 Posted by Javier Gracia
[P3D] FTX Global BASE v1.40
Type:
Games > PC
Files:
14
Size:
4.91 GiB (5269378027 Bytes)
Uploaded:
2015-10-11 20:00:50 GMT
By:
NoFlyZone Trusted
Seeders:
28
Leechers:
1
Comments
16  

Info Hash:
022949FED15979F64B28BBB6D10CA5E88FD960B0




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Here you go guys, it finally is here.

Prepar3d ONLY.

enjoy and please seed

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