January 20, 20224 yr Hi all, after a 2 month wait my new PC has finally arrived. First task instal MSFS20 as my first purchase. After a 8 hour download I am ready to go. I always flew fsx on a 3 screen set up, the two outer screen stretching never bothered me. However jumped straight into fsx this way, and all 3 screens looked stretched. Any tips out there what i must do, is there a cfg file need some thing adding to, like Widescreen= true, something like that? Had a search around the forum, not found anything, but after an 8 hour instal I am just keen to do a bit of flying in glorious surround ;-) Cheers for any tips 3080rtx on a i7 12700k with 32 Gig ddr5. 2gig Ssd Quest 2 Windows 11
January 20, 20224 yr I'm sorry to say that you'll be disappointed. At this stage, MSFS doesn't implement 3-screen views properly. The two outer screens work, but are severely distorted. This is slated to be fixed, but no timeframe yet, I don't think. Edited January 20, 20224 yr by Adamski_NZ
January 21, 20224 yr Part of the trick using 3 screens right now is to not angle the screens at all and set your cockpit up so you are close to the screens. If you do this then the stretch is about right. If you sit back 4' from the screen and then angle the side screens at 45º or so the distortion is very bad. I use a 4 screen setup and love it the way it is. In X-plane you could set up different views for each screen, but this was very processor intensive unless you used 2 separate computers to drive the screens. Is I always used the same way to stretch the screens in X-plane and got decent performance. Here is photo of my 4 screen setup with the bottom screen being a touchscreen running AirManager. This setup works great and I get 30fps no problem with my old system described in signature. Com GA Pilot, Retired • FS2020 • FS2024 • Xplane 12 • Current Machine: MSI B760 GAMING PLUS WIFI• Gaming Desktop Motherboard Intel B760 Chipset • Intel Core i7 (14th Gen) i7-14700 3.40 GHz Processor 64GB RAM • 2 / M.2 SSD 1TB • MSI NVIDIA GeForce RTX 4070 Ti SUPER
January 21, 20224 yr Author 36 minutes ago, 177B said: Part of the trick using 3 screens right now is to not angle the screens at all and set your cockpit up so you are close to the screens. If you do this then the stretch is about right. If you sit back 4' from the screen and then angle the side screens at 45º or so the distortion is very bad. I use a 4 screen setup and love it the way it is. In X-plane you could set up different views for each screen, but this was very processor intensive unless you used 2 separate computers to drive the screens. Is I always used the same way to stretch the screens in X-plane and got decent performance. Here is photo of my 4 screen setup with the bottom screen being a touchscreen running AirManager. This setup works great and I get 30fps no problem with my old system described in signature. Wow that’s impressive 3080rtx on a i7 12700k with 32 Gig ddr5. 2gig Ssd Quest 2 Windows 11
January 21, 20224 yr Author 2 hours ago, Adamski_NZ said: I'm sorry to say that you'll be disappointed. At this stage, MSFS doesn't implement 3-screen views properly. The two outer screens work, but are severely distorted. This is slated to be fixed, but no timeframe yet, I don't think. Hi thanks for your reply. I’ll need to play with it a bit , on my quick try even the centre screen was not great. Too zoomed in where your bottom picture looks fine. Zoomed out perhaps ? I remember there was a line I had to put in fsx to fix a similar issue Is there a .cfg in msfs29 . 3080rtx on a i7 12700k with 32 Gig ddr5. 2gig Ssd Quest 2 Windows 11
January 21, 20224 yr Hi Steve, what are your settings under Graphics: In my case i had to change the resolution from 1920x1080 to 6040x1080 (=3 monitors with bezel correction // Nvidia). Greets, Markus Win11Pro - i713700KF - RTX3080Ti
January 21, 20224 yr 5 hours ago, Bozdog said: I remember there was a line I had to put in fsx to fix a similar issue There is only one variable, which is how far you are zoomed in or out. You should not see any diference from P3D or FSX assuming you can set the equivalent zoom. There is a WIDEVIEW_ASPECT flag in FSX and P3D but this doesn't do anything qualitative to the display, it just changes the zoom numbers. MarkH https://www.youtube.com/@AlmostAviation AMD Ryzen 7 9800X3D / 64Gb DDR5 / Zotac RTX 5070 Ti / 2560 x 1440 display
January 21, 20224 yr NVsurround always stretches the view to the sides. NVsurround was developed when there where 3:4 displays. With widescreen displays the 3x 3:4 view is stretched over 3x 16:9 / 16:10 width. The more to the sides the more the view is stretched Zooming in will mask it a little but it will always be visible. Therefore I have chosen to use only 2 displays in NVsurround and am using an extra pc for a side view. P3D has Wideview Correction to correct the fisheye effect. MSFS will support multi monitor this year, but if that will include fisheye correction we will have to see …. 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
January 21, 20224 yr 4 hours ago, GSalden said: NVsurround always stretches the view to the sides. NVsurround was developed when there where 3:4 displays. With widescreen displays the 3x 3:4 view is stretched over 3x 16:9 / 16:10 width. The more to the sides the more the view is stretched ... P3D has Wideview Correction to correct the fisheye effect. MSFS will support multi monitor this year, but if that will include fisheye correction we will have to see …. I don't want to contradict for contradiction's sake, but just to provide go info. nvidia Surround doesn't stretch anything - if you have your Windows desktop across 3 screens in Surround everything looks perfectly normal. The stretching is because the sim projects a spherical image into a flat display. This breaks down as you move away from the centre, but it only becomes intrusive when you move far away from the centre. This was fine on displays with aspect ratios in the ball park of 1. If you move to a very high (wide) or, indeed a very low (tall) aspect ratio it becomes intrusive and the image appears stretched at the extremes. It's not about the aspect ratio at all, it's about the field of view being projected. So if you used, say, a 200" monitor (or projector) and zoomed out (projecting a wider field of view) to get a lifesize image so you could sit close to it, you would see major stretching all the way around the edges. I think if you could project this onto a hemispherical screen it would look more or less okay. P3D's WideViewAspect flag does not change any of the above, it just changes the range of zoom settings you can access. P3D did have some other 'fisheye' compensation setting, which I think was a post-processing filter. I don't know what this does (or did). I think there were some third-party post-processing hacks for this that generated a larger image and then artificially squashed the edges, so maybe it does that. I don't think it was much use because nobody talks about it. Forthcoming MSFS multi-screen support will not, I assume, be anything to do with Surround but will be more akin to P3D's View Groups (or X-Plane's multi-screen handling). This means you project three separate images, which are then positioned adjacent to each other. Each image will have all the same projection issues described above, but since individually they are not very wide or tall, they won't be noticeably distorted. MarkH https://www.youtube.com/@AlmostAviation AMD Ryzen 7 9800X3D / 64Gb DDR5 / Zotac RTX 5070 Ti / 2560 x 1440 display
January 21, 20224 yr 1 hour ago, MarkDH said: I don't want to contradict for contradiction's sake, but just to provide go info. nvidia Surround doesn't stretch anything - if you have your Windows desktop across 3 screens in Surround everything looks perfectly normal. The stretching is because the sim projects a spherical image into a flat display. This breaks down as you move away from the centre, but it only becomes intrusive when you move far away from the centre. This was fine on displays with aspect ratios in the ball park of 1. If you move to a very high (wide) or, indeed a very low (tall) aspect ratio it becomes intrusive and the image appears stretched at the extremes. It's not about the aspect ratio at all, it's about the field of view being projected. So if you used, say, a 200" monitor (or projector) and zoomed out (projecting a wider field of view) to get a lifesize image so you could sit close to it, you would see major stretching all the way around the edges. I think if you could project this onto a hemispherical screen it would look more or less okay. P3D's WideViewAspect flag does not change any of the above, it just changes the range of zoom settings you can access. P3D did have some other 'fisheye' compensation setting, which I think was a post-processing filter. I don't know what this does (or did). I think there were some third-party post-processing hacks for this that generated a larger image and then artificially squashed the edges, so maybe it does that. I don't think it was much use because nobody talks about it. Forthcoming MSFS multi-screen support will not, I assume, be anything to do with Surround but will be more akin to P3D's View Groups (or X-Plane's multi-screen handling). This means you project three separate images, which are then positioned adjacent to each other. Each image will have all the same projection issues described above, but since individually they are not very wide or tall, they won't be noticeably distorted. We are talking about MSFS right ?NVSURGROUND stretches everything that is 3D. So all games. By zooming in you can “mask” it little. The more you zoom in the less it will be noticible. The big drawback is that scenery which should be far away will be closer ( looking at it not in real distance ). We are not talking about the Windows Desktop here. In P3D I do not use View Groups but a Custom Camera where you can choose multiple filters and features not present in View Groups, like Wideview Correction. Edited January 21, 20224 yr by GSalden 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
January 21, 20224 yr Author Thanks all for your advice I’ve managed to get it reasonable a bit like I had it in FSX but my mates coming round tomorrow and we’re going to try his VR headset which probably means I’ll end up spending more😎 3080rtx on a i7 12700k with 32 Gig ddr5. 2gig Ssd Quest 2 Windows 11
January 21, 20224 yr Just remember that when you setup your VR, the graphics options page you will see is separate for VR from 2d. Before bumping up any of the sliders, try it at default first. Then bump if you can/want. Best to get it smooth as possible.
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