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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Issue with multiple monitors
Zeenah
Member, Alpha Two
I am running 2 monitors in the extended display setting. The game only wants to lanuch on my second montior, I cannot get it to launch on my main montior unless I switch to the "show only on" setting. I dont have this issue with any other games. Any suggestions?
0
Comments
Anyone using super or ultrawide screen (anything over 16:9 aspect ratio) is having a super bad experience, to the point I find it unplayable and nauseating. This is simply from the field of view.
Bug Reproduction Steps
Play in any resolution with a wider aspect ration than 16:9.
Expected Result
FoV should bind to the vertical not the horizontal, so that a wider screen shows more to the sides and doesn't cut the tops and bottom away.
Bug Report - Actual Result
Instead of adding view to the sides to support the larger FoV as one would expect, UE5 by default will CROP the top and bottom of the camera viewport which makes it feel very claustrophobic.
Solution and Fix
As an UE5 guy myself I've run into this issue multiple times, and the fix takes 5 minutes with no other changes in the project. There's two ways you can do it.
First and easiest would be by INI:
Or by C++:
This will immediately make the game feel 1000x better for those with wider monitors.
I hear this is happening to a few others as well so wanted to make sure it gets reported. Hopefully Intrepid fixes this sooner than later...
then going to game settings and video
New higher resolution modes not displayed in drop down menu
Selecting full screen on new monitor results in mouse not be able to click / interact with initial char server selector buttons / options such as play or menu have to use game launcher to close window or control alt delete.
My character feels offset downward and the fov felt kind of off-putting. Similar to other games I play but they have an fov option that helps a lot, as well as the maintain axis option.
I submitted a bug report in-game to bring attention to ultrawide support.
5120X1440
1980x1080
Both these examples are at max zoom out distance
And what I said is at max zoom as well.
Oh wow that is not good.
You wouldn’t notice the issue unless you switched to 1980x1080 in windowed mode then you’ll see the massive difference. How much more you can see.
Most people with ultra wides think that’s how the game is suppose to look because they simply don’t know how it’s really suppose to look. Example 1920x1080.
This is a really common issue with games and ultrawides. Usually you can fix this issue by going into the engine.ini files and inserting [/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
Into the last lines of the file. But sadly ashes does not have this file.
For sure! This is creating a bad experience for many players!
The nausea was so bad I switched to windowed 1920x1080 till it’s fixed.
Nope, but I wouldn't expect to. It would be nice if someone responded to tell us this has been seen but in reality, the forums are only one of the bug report sources for them to monitor so I have no idea and we'll likely only know when a fix is applied.
If Intrepid neglects to see this and/or correct the problem, rest easy knowing that next time they update their engine version it'll be fixed by default.
I keep updating the ashes discord of this issue as-well. No response.
I brought this issue up about 2 years ago during alpha 1 and they informed me it was indeed optimized for ultra wide. But as we seen in alpha 2 it’s not.
You're likely using action camera while the screenshots were using the classic controls! Action camera is positioned higher over the head.
Just want to mention that the two issues that were merged here are totally unrelated. Different causes, different solutions and not even the same description. The widescreen fix is not related to multiple monitors, it's for wide single monitors. Hopefully this merge doesn't now cause the issue to be lost in the mix.