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Sonarplexus

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Posts posted by Sonarplexus

  1. On 11/19/2019 at 6:22 PM, Chris Ann said:

    I tried the ini edits, they reset during certain parts of the game

    Sorry to hear this... have you tried setting the .ini files to read only after editing them?

    Also, I'm completely with you that this is no bueno. Obsidian really messed up for UW users. I just enjoyed the game so tremendously, I wouldn't want to have missed it if a user hack could help.

  2. 11 hours ago, wanderingHP said:

    it's not actually playable

    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!!! :)

  3. 15 hours ago, Koinonos said:

    If you are willing to follow the direction on PC Gaming Wiki on Ultrawide and Outer Worlds, you can get ultrawide resolutions by using a basic hex editor and updating the .exe (after making a backup of the .exe of course).  It took me about 5 minutes to do.  FOV can be taken to 100-120 in the game settings, and works pretty well.

    https://www.pcgamingwiki.com/wiki/The_Outer_Worlds#Ultra-widescreen

    Weapon model etc. will be huge and stretched, though. For me, this breaks immersion more than the added view on the sides adds. Plus, the HUD gets relocated to the far corners of the ultrawide screen, which I loathe. All in all, I prefer 16:9 until a decent UW implementation is available.

  4. 4 hours ago, bain said:

    Though if one has to repeatedly toggle GPU settings before/after playing the game, that'll get old fast.

    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.

    • Thanks 1
  5. On 11/2/2019 at 1:27 PM, ZakKa.dev said:

    Thank you this did the trick for me!

     

    For those with ultrawide screens who would like to play 'pillarboxed' 16:9 and have AMD cards:

    1. Set windows resultion to 1920 x 1080 (this might be optional not sure)
    2. In AMD control panel, enable GPU scaling
    3. In AMD control panel, pick scaling mode: center
    4. In outer worlds, select fullscreen and 1920 x 1080

    Step one is indeed optional, as long as you have a 16:9 resolution available in Windows Display Settings (e.g. 1920x1080 or 2560x1440). If not, you'll have to add it. A quick way to do so is via Custom Resolution Utility (CRU).

    No need to set your everyday desktop to 16:9, thankfully.

    • Thanks 1
  6. 7 hours ago, Bobbiloff said:

    We’ll that’s depressing 

    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.

    • Hmmm 1
  7. On 10/31/2019 at 3:13 PM, ZakKa.dev said:

    I can't find the AMD equivalent. I tried GPU scaling but that doesn't help. I'd love to play pillarboxed at least... 

    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.

    6 hours ago, Zoraptor said:

    try setting GPU scaling to 'preserve aspect ratio' which ought in theory to get you pillarboxing

    For some reason the intuitive "preserve aspect ratio" resulted in stretching again for me. What helped was setting the scaling mode to "centered".

    • Like 1
  8. 4 hours ago, Delgar said:

    Hey Obsidian,

    Just becouse ultrawide is a low priority for you, does it mean that my game should be totally unplayable ? 

    I see less on 21:9 than on 16:9 - the scene is zoomed in. I can't play with 16:9 resolution becouse when I change to fullscreen and setup 16:9 resolution the game is strecthed so I'm forced to play on borderless window which makes the g-sync not work for some reason.

    I'm waiting for the official respons. Srsly considering a refund.

    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.

  9. On 10/27/2019 at 1:38 PM, MaverickM said:

    I wanted to add my request for a proper Ultrawide support for this beautiful game. Please fix this, Obsidian! Thanks a lot.

    Oh, and please fix the black character in character creation/screen:

     

    535990379_Anmerkung2019-10-26185757.thumb.jpg.b20de8435520c00bf368fafddf6282a8.jpg

    Black character bug was introduced by RADEON 19.10.2 (Optional). Uninstall the driver package and reinstall 19.9.2 (Recommended WHQL) and it should be solved.

    • Like 1
  10. On 10/26/2019 at 6:15 PM, Speeko said:

    +1 for 21:9 support.

    For those unaware, a trainer is available that fixes the "zoomed in" effect and pillarboxing in dialogue.

    https://community.pcgamingwiki.com/files/file/1442-the-outer-worlds-ultrawide-dual-monitor-mod/

     

    Outstanding issues this trainer doesn't fix:

    - Cutscenes/loadscreens stretched

    - Viewmodel (players weapon) still zoomed in

    - FOV/resolution reverting when accessing the settings menu

    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...

  11. 58 minutes ago, Pilda said:

    The problems is that they were even lazy to make a proper UI for PC players so they just did UI for consoles and slightly tweaked it to be somehow working at least . To do another UI for just ultra wide screen would be too much for them.

    Not even necessary. Just keep the UI where it is and expand the 3D view left and right.

    I'm no big fan of UI elements sitting on the edges of my ultrawide screen anyway...

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