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Found 16 results

  1. Hello i see the outer worlds have xbox one x label enhancements and 4k, but what else gonna improved compare to regular xbox one s? And what ps4pro enhancements compare to base pa4? Thx.
  2. I can't believe nobody has posted about this yet, or I can't find it. Anyways, my problem is that at 1280x720 resolution, the comparison popup goes off the screen. The first screenshot shows it at 80 something text scale. https://steamuserimages-a.akamaihd.net/ugc/927057751319916965/088E052E5D744C34DBB3A43999B06EFE7F2FFC53/ The second screenshot shows it at my preferred setting of 120. https://steamuserimages-a.akamaihd.net/ugc/927057751319917129/0188363DE7058F129EC0A93B28D6464E66926438/ It also happens in the inventory screen, except vertically. https://steamuserimages-a.akamaihd.net/ugc/927057751319936210/141762D8271889E3EB4223C10FB96FAD84FD0105/ In both cases I'm able to get around it via the compare function (or in the case of dual wield, I remove one item), though the screen is a bit crowded, heh. https://steamuserimages-a.akamaihd.net/ugc/927057751319949145/81E06B0998803EE64F543107B97DBF3B6E8AC828/ Also, not everything suffers from it horizontially, it's things like weapons that make the window go wide which are more prone to it.
  3. Hi all I'm playing PoE off a Macbook Pro (Mid 2012) with a 2.9GHz dual-core i7 processor: https://support.apple.com/kb/sp649?locale=en_US Less than a few minutes after I start playing, my Mac starts to get extremely hot. I have even turned the graphics to the lowest quality and reduced the resolution. I have cleaned out the fans (there was a massive dust bunny inside). I have also downloaded smcFan Control for Mac. I'm worried about overheating. Has anyone else experienced this problem? Are there any fixes? Thanks guys
  4. Hi All, I have encountered quite a strange bug. I have a 2k (2560x1440x144Hz) display and I can see in graphical options that I can set the game to such resolution. However, when I do that and apply the changes the game automatically sets itself to 1920x1200 and leaves two black bars on the sides of the screen. All other resolutions below 1900x1200 set correctly. Anyone seen this happening?
  5. I try to set game to 1080 i click apply i click apply i click apply, it will not set. I try to set any resolution i click apply,. etc. It will not set. Whatever my desktop resultion is set too thats what the game runs at. Both in windowed mode and fullscreen the results are the same. Its locked at Desktop Resolution Win 7 64 bit. Newest drivers. Newest Patch 1.2 installed. NOTE THIS PROBLEM DID NOT HAPPEN IN THE ORIGINAL RELEASE. ONLY AFTER THE PATCH DID THIS HAPPEN.
  6. I've done two installations of the game and this happened both times. I've been unable to play the game. Upon launch, the game lags a little and then I get a blue screen for a brief second. Then it loads with the resolution all jacked up and I'm unable to correct it or select anything. Screenshots included, thank you. DxDiagCaremeter.txt
  7. Hello, since i got my new PC, i can not start PoE. I get following Message: "Couldn't switch to requested monitor resolution Switching to resolution 1920x1080 failed, trying lower one Switching to resolution 1920x1080 failed, trying lower one All resolution switches have failed Screen: could not switch resolution (1920x1080 fs=1 hz=0)" I've tried to reinstall the game, set a lower resolution on windows 10, where i get the same errors, and tried the compatibility mode settings. My PC: AMD Ryzen 5 1600x GTX 750ti Windows 10 64bit 2 Monitors On my old PC, older CPU but the same GPU and Monitors, i had no problems. Lots of greetings.
  8. Hi, Deadfire team, I really love first poe and I have the 2nd game, but I have to play it windowed because it doesn't fit on my screen on fullscreen, thanks Obsidian Team
  9. I just got a new MacBook Pro and I tried moving my old install of NWN2 from my old macbook to the new one. Now, when it launches, the graphics are so oversized they don't fit on the screen. I have tried to edit every NWN2.ini file I could find on my machine (there is one in the Aspyr directory, one in the NWN2 directory and one in a backup spot. However, none of htem seem to have any affect whatsoever on resolution when the game launches. I have set them from 800x600 to 1440x960 and still the resoltion looks the same (too large) on boot up. I uninstalled and reinstalled the game with the same effect. Any thoughts on how i can get the game resolution set? My display is set on something high like 1900x1200... I've tried lowering that to match too. I want my game back! Thanks! VTMarcZ
  10. Hello, I just tried many times to run PoE in windowed mode (in 1600x900) on Mac OSX, the resolution changes without problems but when I uncheck the 'fullscreen' option (or use command + f shortcut) the game freezes and I have to force quit. I also tried to use lower resolution but it doesn't work. Thanks for any help! EDIT I use GOG (not Galaxy) Processor 2 GHz Intel Core i7 Memory 8 GB 1333 MHz DDR3 Graphics AMD Radeon HD 6490M 256 MB Software OS X 10.9.5 (13F1112) E2350 Display 1920x1080 Player.txt
  11. Just bought this game and so far I love it, but I would love to be able to play in windowed mode. I also got screwed into a lower resolution. On first load the relevant graphics settings were: resolution: 1920 x 1080 fullscreen: yes I unchecked the fullscreen box and clicked apply, but nothing happened. I closed the settings, clicked "Save" when prompted, but still nothing. I restarted the game and I was still in fullscreen. I repeated this several times with the exact same results. When I uncheck fullscreen it remains checked until I leave that page, but when I return it is checked. Next I tried changing the resolution. I opened the dropdown and there were only two options, 1440 x 900 and 1280 x 800. I selected 1440 x 900, unchecked fullscreen, and applied. The resolution was set correctly, but still no fullscreen. Exited, settings and clicked save, fullscreen. Restarted, fullscreen again. I reopened the game and tried to set my resolution back to 1920 x 1080, but it was not an available option. I changed to the smaller resolution and repeated the same process as above without fullscreen. I changed back to 1440 x 900 successfully, but still not windowed mode and still no 1920 x 1080. I reloaded the game a few more times but made no progress. The resolution isn't as big of a deal as the windowed mode for me. I bought the game through GOG and installed using their Galaxy Client. System settings: OSX Yosemite 10.10.4 (14E46) MacBook Pro (Retina, 15-inch, Mid 2015) 2.8 GHz Intel Core i7 16 GB 1600 MHz DDR3 AMD Radeon R9 M370X 2048 MB 15.4-inch (2880 x 1800)
  12. Dear Devs, first of all, I want to say that the game is great and thank you for your efforts to make it even better by patching! But unfortunately it can't be played comfortably using my display native resolution (1920x1200) because of blurry font. Changing resolution to 1920x1080 helps a little, but still font is not 100% crisp. Poor resolution handling is much more game-breaking problem for me than any crashes or stat boosting, beacuse in my case I can't even start a game without getting eyestrain. As far as I know this issue has been reported during beta, but I couldn't find any Devs team post addressing it or confirmation that the problem is recognized and going to be fixed. So is there any chance the blurry text problem gets fixed?
  13. I have a 2014 15" retina MacBoko Pro and bought the game through Steam. I have set the resolution to 2880 x 1800 and for the first few times I played the game everything was OK. Now whenever I start the game it looks like the resolution is 'off the screen' and although I can see the menu down the left, playing the game is impossible. Any ideas anyone? Thanks. The error looks like this:
  14. I just got the game on Steam, and am running it with Intel Broadwell graphics with the xf86-video-intel 2.99.917-4 driver (under Linux). The highest resolution available to me is 2560x1600, but my screen's native resolution is 2880x1620. Is this resolution supported at all? Am I somehow able to set it?
  15. Hello, friends. The elves have been hard at work on Project Eternity, and we would like to show you our fine goods. This is a long update, but we wanted to give you more information than usual since it's the end of the year and we will be in our elfhomes for the next few weeks. First, I'd like to talk about what we've been doing with the engine and second, I'd like to talk about some of the design work we've been doing. Resolution and Scaling - We want to run the game at various resolutions and scale properly. We've been talking about our target resolutions and looking at the best way to implement scaling. If you've played any of the Infinity Engine games lately, you may have noticed that running at high resolutions can make the game look like an RTS. Though it's nice to be able to scale up and see more of the environment, at a certain point dungeons start looking like ant farms. That's what happens when you take a game designed for 640x480 and run it at more than double the resolution. It is now the year 2012, so we're looking at supporting a range of resolutions that runs from modest laptops to Macs with crazy Retina displays. To do this, we're going to render the game out at a target high resolution and a target low resolution. Currently, we're looking at a base resolution of 1280x720. A large number of laptops run at this resolution or its slightly bigger brother, 1366x768. It's not quite twice the resolution of the original games (640x480) due to the 16:9 aspect ratio, but pretty close. We believe that this base resolution will scale well up to 1920x1080, which would be roughly equivalent to going from 640x480 to 1024x768. In the old IE games, this gave you a slightly larger view of the world, but didn't get too crazy. For our higher resolution, we are likely going to render out to a ~2560x1440 screen size, as we did with our environment during the Kickstarter campaign. We will likely downsample these to run at 1920x1080. With resolutions above "mere" Retina displays, we will zoom out, which should allow the backgrounds to scale into outer space (close enough, anyway). Movement and Combat Feel - We've been working on implementing all of the basics of party selection, movement, and combat. This includes working on personal space, ally and enemy pathing, friendly "bumping" during movement, ranges of melee attacks, attack timing and delays, target selection, and response time. A lot of work goes into making these elements feel good and feel "IE-ish" (while excluding the IE-ish things we didn't like). We’ve also been building block-in weapon meshes and putting them in the game to see how they look in terms of scale. This has gone well, but we're still working on proportions. Some thin weapons, like stilettos, rapiers, and estocs, can be very difficult to discern, especially at lower resolutions. Their thicker cousins, daggers, swords, and greatswords, need to be "beefed up" a small amount to help distinguish them. Even though we need to make a few slight adjustments, our overall approach of making weapons with realistic... ish proportions is working well and feels similar to the characters and weapons found in Baldur's Gate and Icewind Dale. Along with implementing the visuals of the weapons, we're experimenting with weapon statistics and mechanics. Weapons are currently classified as slashing, piercing, or crushing, which is a pretty common division of types. We're not currently using damage types vs. armor types in Project Eternity, but the damage types all have properties that suggest a certain type of usage. Slashing weapons do the most damage when compared to their counterparts from other categories. E.g., if you compare a greatsword to an estoc to a maul, the greatsword does the most damage. When targets have little to no armor, slashing weapons are the ideal choice. Piercing weapons negate a fixed amount of Damage Threshold, which is the primary way in which armor reduces damage. Though they don't do as much damage as slashing or crushing weapons, their ability to ignore even moderately heavy armor means that it is superior to other weapons in those circumstances. While armor can negate a large amount of damage, there's always a small amount that gets through. Crushing weapons do much more through armor, which makes them the best choice when dealing with very heavily armored targets. So far, this works well on paper, scales well, and seems to hold up in the game, but it is very "mathy" and not necessarily intuitive because you can't always guess a target's Damage Threshold simply by looking at them (as opposed to armor types, which are usually visually apparent). We will continue to experiment with this to see how it feels in the long run. Our goals are to provide tactical challenges to the player and give them to feedback and tools to adapt and overcome when they're in a difficult spot. UI Design - Tim and I have been talking about our user interfaces recently. We want to make sure that we improve the functionality of the original designs without completely losing the feeling of those interfaces. One thing we want to avoid is making the UI too "minimalist". We don't want it to feel bloated, of course, but we also recognize that the IE games had "solid" interfaces. They looked like they were made of materials -- wood, stone, and metal -- and had substance to them. When you look at the interfaces for the IE games, they help immerse you in each setting. We'd like to do the same for Project Eternity. Functionally, we're using Icewind Dale II as our starting point. We've been looking at inventory recently. Tim and I have designed a system that uses three types of gear storage: equipment, top of pack (this name may change!), and stash. Equipment is what your characters are currently using and have ready to use. This includes weapon sets that you can swap between during combat. "Top of pack" is a finite amount of gear that you can access outside of combat for a variety of purposes: replenishing consumables, checking out a shiny new sword you picked up a while back, etc. The top of pack cannot be accessed during combat, but is present as a strategic pool of items that you can access while exploring. The stash is where all of the "other stuff" goes: things you aren't using, items you want to sell, and various doo-dads you'll be looking at later. When you find gear, you have the option of placing it wherever you'd like as long as there's room for it. You can use it immediately, put it in your top of pack, or just chuck it in the stash. Once an object is in the stash, you can access it at camps, your home, and similar locations. We've created this division of inventory space to add strategy to your gear loadout decisions instead of having a weight limit, while also allowing flexibility for backup equipment. Most importantly, it doesn't prevent you from doing what adventurers love to do most: loot everything they find that isn't bolted down. Core Four Class Design and Advancement - We want our classes to feel familiar but flexible, so we've designed our "core four" (fighter, priest, rogue, wizard) to reflect traditional D&D roles and allow you to build outside of them. In our current design, each of the classes starts with two active use or modal abilities and one passive bonus. Fighter Defender (Mode) - In the Defender mode, fighters' melee attack rates decrease while their melee defenses increase. This is a particularly useful mode to enter when a fighter is blocking a route of attack to protect other party members. Surge - This active ability allows fighters to rapidly regenerate Stamina for a short period of time. Melee Accuracy - Fighters have inherent skill with melee weapons that is reflected by a small accuracy bonus. Priest 1st Level Priest Spells - Priests gain access to all 1st level priest spells. Priests can cast a fixed number of 1st level spells before they must rest to recover their uses. They can cast any combination of different spells up to the per-rest limit. As priests gain levels, their 1st level spells will eventually become per-encounter resources. Recovery - The Recovery ability regenerates a modest amount of Stamina for allies (including the priest, if in range) in a Medium-sized area at Short range. Sacred Circle - All allies standing within a Small area around the priest gain Accuracy bonus. This bonus does not include the priest unless there are no conscious allies in range, in which case it applies to the priest. Rogue Escape - The rogue may hop a short distance away and all hostiles lose him or her as a direct target for 3 seconds. After the 3 seconds are up, enemies can target the rogue normally. Reversal - Reversal prepares the rogue for the next melee attack against him or her. When it hits, the rogue takes reduced damage and instantly rolls to the opposite side of the target and executes a powerful melee attack. This will even allow rogues to move past enemies that are fully blocking a path. Sneak Attack - This damage bonus applies whenever the rogue "flanks" an enemy or when the rogue is hidden from an enemy. Flanking means that the rogue is within a short distance of the target and on the "opposite" side of that enemy from an adjacent ally. Wizard 1st Level Wizard Spells - Wizards can access all 1st level wizard spells immediately. Unlike other wizard spell levels, the wizard does not need to find scrolls or grimoires to use any 1st level spells. Wizards can cast a fixed number of 1st level spells before they must rest to recover their uses. They can cast any combination of different spells up to the per-rest limit. As wizards gain levels, their 1st level spells will eventually become per-encounter resources. Blast - When wizards use any implement (i.e. a wand, rod, or scepter), they generate a Blast on the target. The Blast does a modest amount of damage to all enemies in a Small area around the target (excluding the target). Familiar - All wizards can summon and dismiss familiars. Familiars are mobile "totems" for the wizard, providing defensive bonuses to allies near them and inflicting defensive penalties to enemies near them. Players can also access the master's spell list through the familiar, though casting a spell through the familiar still requires the master to physically cast it; it's simply targeted from the familiar. Familiars are weak and fragile. If a familiar is killed, the wizard takes damage and is unable to summon his or her familiar until he or she rests again. As players advance their characters, they have the ability to choose class-specific abilities and more class-neutral talents (more like perks or feats) to customize their character capabilities. If you want to keep your fighters very low maintenance, there are a large number of passive fighter abilities and combat-oriented talents that you can buy. If you'd like to make a fighter that's much more "active-use" (more like a 4E fighter), you can choose to buy more modal and active abilities. Similarly, while all wizards gain additional spells, you can use talents to boost a wizard's damage with implement weapons and Blasts, making them more useful when you're not having them chain-cast a series of limited-use spells. The same also applies to skills, which are used for a variety of non-combat purposes. All classes start out with bonuses in the skills that their classes most commonly use, but players can choose to reinforce or play against that top. If you want to make a paladin who delights in picking locks, you can do that and get a lot of utility out of the skill -- though the character will never be quite as good as a rogue who specializes in it. We hope that these approaches use the strengths of a "role-ready" class system while allowing players a large amount of helpful flexibility in how they develop characters over a (hopefully) long and fruitful adventuring career. That's all for this week, and this year! We'll be back in January with more details on what we're up to and where we're going in the months to come. Thanks for reading! Update from Josh Sawyer
  16. Dear Obsidian, I sincerely hope you will make very high resolution support, such as those offered by Eyefinity technology, available for Eternity. No I don't want to just be able to see a zoomed-in, blown-up, big version of the map or play environment. I actually want to be able to see more stuff. I personally play everything at 3240H x 1920V using three displays. I could go for larger, Bigger is better isn't it? Thanks One Crowd-Funder
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