
Sonarplexus
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General Crashes
Sonarplexus replied to ShankMyth's topic in The Outer Worlds: Technical Support (Spoiler Warning!)
Have you tried going alone? With every crash I had exiting the ship, it helped. Afterwards I could re-enter the ship and exit again with crewmates of my choice. -
SAM has disappeared!
Sonarplexus replied to gravetitan's topic in The Outer Worlds: Technical Support (Spoiler Warning!)
Could be related to Parvati disappearing... don't know if there have been any solutions, but you should check the corresponding threads. Supposedly, team member can "die" when they are on a ladder at the moment you leave the ship or something. -
Well, that's not the case... While the bad widescreen support is annoying as xxxx, the game is completely playable and enjoyable! You could just let it run in the default "borderless windowed" 21:9 mode. It's Vert- instead of Hor+ and windowed prevents Gsync/FreeSync, but it's totally playable this way. You could follow the instructions under https://www.pcgamingwiki.com/wiki/The_Outer_Worlds#Ultra-widescreen, which gives you normal widescreen support, only the player weapon gets somewhat stretched. And the HUD sits in the 21:9 corners, but many games do this even with official widescreen modes. You could go the route I and others have described and set up custom 16:9, which might not be what you bought your screen for - but it's how the game was designed. For anyone too lazy to scroll the thread, the steps to set up 16:9: Make sure you have an appropriate 16:9 resolution available in your Windows display settings. E.g. if your monitor is 3440x1440, you need a 2560x1440 resolution selectable. If missing, you can add one via registry or easier with a tool like Custom Resolution Utility (CRU). This should allow you to select 2560x1440 as a fullscreen resolution from the game settings. If not, you can easily change GameUserSettings.ini found in appdata\local\Indiana\Saved\Config\WindowsNoEditor. The values to change are named ResolutionSizeX, ResolutionSizeY as well as DesiredScreenWidth and DesiredScreenHeight Finally, you'll have to let your GPU handle the scaling: With AMD, you activate "GPU-Scaling" in RADEON settings and set it to "Center". In the NVIDIA Control Panel you set Scaling to "No Scaling" as well as "Override Scaling by Games Enjoy the game!!!
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Crash in phineas's lab
Sonarplexus replied to thelee's topic in The Outer Worlds: Technical Support (Spoiler Warning!)
Phineas' Lab is actually short enough to navigate without map or inventory access. So while annoying and definitely a bug, I wouldn't call it game-breaking. Keep playing, friend! -
No need for that. You only have to make sure you got a 16:9 resolution available in your system settings. And then you can set your GPU scaling to "centered". This shouldn't even change anything about daily Windows. But if for some reason you positively need another GPU scaling for another application, you can always set scaling on a per-app basis in your GPU settings.
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As I'm a big fan of TTD I planned my whole build around Parvati's ability to recharge 25% of my TTD meter - getting perks like Tag Team, We Band of Brothers, etc. But it doesn't seem to do anything? When I activate her ability, it throughs me out of TTD and the TTD meter recharges as fast as always... Am I missing something?
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It is... but somehow understandable with only about 2-3 % of PC players gaming on ultrawides and PC being only part of the target group besides the consoles... If they haven't implemented UW support from the start, we will probably never get it... Still, a lot of other games have been offering perfect UW support out of the box for more than 10 years now (Dead Space just an early example), so I'm really surprised Outer Worlds doesn't.
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GPU scaling alone did not do the trick for me. You have to make sure you actually have the desired resolution available for your monitor - see my other longer post above... Otherwise the game will revert to weird stretching mode no matter the scaling settings. For some reason the intuitive "preserve aspect ratio" resulted in stretching again for me. What helped was setting the scaling mode to "centered".
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I've gone through the same problems. How I got it working at least with 16:9: Make sure there's a native 16:9 resolution available in your display settings (e.g. 2560x1440 instead of 3440x1440). If not, you'll have to add one e.g. with Custom Resolution Utility (CRU). You don't have to set your desktop to 16:9, it's enough that the resolution is available. Next you'll have to change GameUserSettings.ini found in appdata\local\Indiana\Saved\Config\WindowsNoEditor Set ResolutionSizeX and ResolutionSizeY to your available 16:9 resolution. Same for DesiredScreenWidth and DesiredScreenHeight. Might do the same for the LastUserConfirmed... values for good measure. This only works if your game was in Fullscreen the last time you closed it. If not, you can add FullscreenMode=0 LastConfirmedFullscreenMode=0 PreferredFullscreenMode=0 ...at the top of the GameUserSettings.ini. Those lines will be deleted once you access the ingame settings, but they should be enough to stop the game from forcing borderless windowed. Finally, you'll have to let your GPU handle the scaling: With AMD, you activate "GPU-Scaling" in RADEON settings and set it to "Center". With NVIDIA, you do this via NVIDIA Control Panel -> Display (left hand menu) -> Adjust desktop size and position -> Size Tab -> Adjust desktop size and position -> Scaling - where you select "No Scaling" as well as "Override Scaling by Games" When next you start the game, it should open in 16:9 with black bars, complete with working FreeSync / GSync Hope this helps! While it does nothing to add UW support, the game is playable "as intended" now.
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Got it working with the added .ini fiddling. But for me, the huge weapon breaks the immersion more than the larger field of view adds. Plus, in an action oriented FPS title I want my health bars where I can see them without looking away from the action... and not in the far corner of my UW. So it's back to 16:9 for me...