Lazza
I hope there's another post coming 
This thread is not for fighting. I think a language barrier is causing a bit of tension and things being misconstrued as rude and troll-y. I requested some images of the setup so I'd ask you post those if you truly want help in diagnosing this issue. Also your attachement links don't work.
Yes you are right but does lies help to diagnosing this issue. I don`t think so and as long Spinelli is allowed hold on there is no hope.
CTR + ALT + S is short cut link to bezel correction and it works and looks like to everybody same what PC is used native res. or not which makes this statement to a lie "WhiteShadow, I dont see any stretching. I tried what you said"
If this was all an elaborate plan to get Spinelli to say something that seems wrong, I guess you succeeded. I too thought he meant he'd tried the shortcut and there was no stretching, but, maybe he just missed exactly what you were suggesting and instead did it the right way.
You can't 'switch' bezel correction on and off without setting the game to use a different resolution. You're taking a single image, cutting part of it out, and then saying "hey, it doesn't look the same!" Well of course it doesn't...
I still think you don't understand what bezel correction does. You need to run the game at 6000x1080 with bezel correction on, so it can cut out 2 sections of the image and display the resulting 5760x1080 image on your screens.
You can't switch bezel correction on or off (Ctrl+Alt+S ?) while the game is running
yesterday I pointed out that switching 'live' won't work,
It makes no sense for the game to draw 6000x1125.
you seemed to ignore that and talk about Spinelli not doing the test instead. It makes it look like you're more concerned with what he's said than working out what's going on with your stretched images.
Why not? My post above explains that you can. Image looks 100% like res. 6000 x 1080 with (Ctrl+Alt+S ) or with rFactor2 video setup and with res. 5760 1080 also.
Why does it make no sense? My post above explains this also. (Engineer is 20mm wide with no bezel correction and 22mm with bezel correction and that hes height is unchanged)"Draw distance is too short because bezel correction resolution is 6000 x 1080 but aspect Ratio 16:9 resolution is 6000 x 1125 if we are using triple screens res. 5760 x 1080.
Multiview is off scale.
Exactly, my test proposed above (post #330) makes sure to avoid this seeming disaster. RFactor 2's set resolution needs to be the same as the Nvidia control panel surround resolution. You can't just disable/enable one without the other and expect a non-distorted image, that wouldn't make any sense.Finally: When you start the game at 6000x1080, it will produce that resolution the whole time it's running. Switching bezel correction off while it's running doesn't change what it does (it doesn't recognise bezel correction / NVidia surround). So if you start the game at a bezel correction resolution but then switch it off, or start it at a normal resolution then switch bezel correction on, you're (at best) going to stretch or shrink the images you're seeing. I tried to google for some examples of what this does but couldn't find anyone talking about switching with a game running... it's always quit the game, switch, and run the game again, or switch before and after the game because you want bezel correction for the game but none for the desktop. Again, the whole point of bezel correction is to discard part of the image that correlates to the gap between your screens, so to switch it on when the game is producing only enough pixels to fill your screens, or to switch it off when the game is producing more than your screens can fit, doesn't seem a good idea at all.
so the only working solution to get rid of this would be a ingame bezel correction because the gfx engine must be aware of the bezel proberties ??
(as we know from for example AC)
You guys have many theories like Exactly and Obviously but not a single fact. Bezel correction does not work like you guys claim.
I used camera because Screenshot has same resolution (5670x1080) with bezel correction or not and it is obviously you don't see any difference.
Having messed around with things a little I can safely say, contrary to WhiteShadows' experience, I still have everything working as it should. As soon I can I'll try to get more screenshots and pics up here. I've done the measurmens of my engineer and fences and walls and... they are the same size. Furthermore the part that i focused on, the center screen image, is exactly the same. My bezel compensated res is 5880×1080, standard is 5760×1080. As you can see the LF wheel in the first pic is closer to the edge because of the hidden pixels and the windscreen ends in the same spot on both.
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Honestly, I'm just trying to get a simple, error-proof (as much as possible) test to try and determine what's going on. I don't like the Ctrl-Alt-S because I don't know what switching off bezel correction / NVidia surround is going to do when the game is still running, and I don't agree with your assertion about 6000x1125 because it doesn't make sense.
I was disagreeing with your process and conclusion more than your proof. (the conclusion being the x1125; and I don't think you have a counter-argument to what I said about bezel correction on a 6000x1125 image).
iRacing still does 6000x1080, doesn't it?
I came to the same conclusion as slamfunk - everything looks perfect. However I only did a rough estimate with my fingers on the screen, I'll redo the test with actual measurements.
WhiteShadow, I dont see any stretching. I tried what you said.
Scaled Aspect Ratio 16:9 resolution is 6000 x 1125 and this is why we get wrong scaling.
No. With iRacing multiview UI is window Resolution 5760x1080 (no Bezel correction), Monitor Width Including Bezel, Visible Width Excluding Bezel, Viewing Distance, Angle Between Center and Side Screens, Field of View when Driving, simsalabim perfect 1:1 real life in game view.
Pictures are from my right side monitor. Railing is moving 2 cm (20mm) and edge to inner railing is moving and hidden behind the bezel.
Just stop here for a second, and let's look at what you're saying.
6000x1125 is indeed 16:9. You can chop that image into 3 parts, put each part onto a 16:9 screen, and the scaling will be correct. If your screens are 1920x1080 the image will need to be shrunk a little (because each one is 2000x1125), but the scaling will be correct.
But we're talking about bezel correction here. What does Bezel Correction do? I keep explaining, you keep saying you know, and we keep going around in circles. All it does, just like when you're setting it up and getting an image with lines you need to line up (I've seen screenshots of NVidia BC being done, ATI, plus a couple of third-party tools that do similar things), is discard vertical strips of the image. The image is completely unchanged except for (usually 2) strips that are where your screen bezels overlap or meet. There isn't any scaling up or down. There isn't any zooming. You start with an extra wide (only... extra wide, not extra high) image, the left part goes on the left screen, the right part goes on the right screen, the centre part goes on the centre screen, and the extra bits are ignored.
A 6000x1125 image will not be to 16:9 scale if you cut parts of it out, and that's what bezel correction does. Look at those figures. You know bezel correction cuts out a total of 240 pixels, right? Because that's how you set it up. It does that in 2 places: between your left and centre screens, and between your right and centre screens. So each one is cutting out 120 pixels, your image gets reduced horizontally by 240 pixels, and what's left gets divided between your 3 screens.
If you start with your 6000x1125, what's left after cutting is 1920x1125 for each screen. Well now you're in trouble, because you've got 1920x1125 you're trying to draw on your 1920x1080 screen. I'm guessing you think bezel correction does some vertical cropping as well as discarding the strips I've mentioned, because that's the only way your theory works, but what I've read about bezel correction only talks about cutting out the parts between the screens.
Sorry, I remembered the screenshot wrong. So it doesn't say what it actually does, and you don't know either. I'm pretty sure it doesn't do 6000x1125, for the reason above.
I'd really like to get past this, because I'd like to know what's going on with your testing. No amount of bezel correction should ever change what the centre screen shows.
You know that's exactly what bezel correction is supposed to do, right?
You've lost me. Bezel correction does nothing with horizontal bezels, unless you're using eyefinity or th2go or whatever else lets you have screens above others. 3 screen side by side, bezel correction only hides stuff behind the vertical bezels. Again we're back to "do you know how bezel correction works?". Google "NVidia bezel correction". Go to the NVidia site. Click on "What is bezel correction?". Read.
bezel correction only hides stuff behind the vertical bezels.
It is supposed to work with windows not with games. It is windows bezel correction and that is why we also need rFactor2 User Interface to get it right.
"bezel correction only hides stuff behind the vertical bezels." and this is why bezel correction stretches image from 5760 to 6000 height is 1080 with 5760 and 6000 Result of this is unscaled image. Bezel correction don`t cut anything it only scales image wider and moves all three screens (2000x1080) closer together.
No, the game draws a wider image. There's no stretching.
Look: http://www.matrox.com/graphics/en/products/gxm/th2go/bezel/
(that's an image that isn't drawn wider, hence the black bars on the outside. When the game starts by drawing an extra wide image, that's filled with scenery)[/QUOTE
Matrox Monitor Bezel Management is software made to gaming. What we debate is windows bezel correction (NVidia surround >Bezel correction) and it works exactly like you can see from my pictures.
Matrox Monitor Bezel Management is software made to gaming. What we debate is windows bezel correction (NVidia surround >Bezel correction) and it works exactly like you can see from my pictures.
+1No, it works exactly as shown in my pictures.
I don't know how much clearer I can make it. I took two screen shots, one with bezel correction enabled and one without. The bezel corrected shot is simply wider than the non-bezel corrected shot, as it should be. The non-bezel corrected shot overlays perfectly on the bezel-corrected shot, proving categorically that there is no stretching going on.
That should be the end of the story, what is it you don't understand?
What is wrong with you? Why are you starting a war with me just because I don't see what you see? I'll say it again, you should consider stepping away for a while and cooling off, man. Look at the way you speak to people.Your stubbornness is amazing...
...You never did a rough estimate with your fingers on the screen and if you did you need eye doctor.
There is no way you can defend your earlier statements. I have wasted a lot of time because you did not give me honest answer. We are all humans and make mistakes but you are something else that`s for sure.
PS. Don`t drive in real life before you get new classes.
This is false, bezel correction is applied at the video driver level. The video driver simply exposes a wider-than-normal resolution that the application can select, whether that application is a game or the Windows desktop makes no difference.
Here's 5860x1080 (bezel corrected) and 5760x1080 (not bezel corrected):
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I've left Multiview off as it makes it easier to show what's happening.
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This is the 5760 shot overlaid on the 5860 without any scaling. It lines up perfectly.
I'm a bit confused about what WhiteShadow is doing with Ctrl-Alt-S. My NVIDIA setup has Ctrl-Alt-S as Enable/Disable Surround and Ctrl-Alt-B as bezel peeking. It sounds like WhiteShadow has Ctrl-Alt-S set as the bezel peeking shortcut and is actually comparing bezel corrected display with a 'bezel peeked' display. Of course bezel peeking is going to mess with the aspect ratio, it has to in order to allow you to 'peek' behind the bezels.
My screenshots also lines up perfectly. The problem is that screenshot is not you real life view. Open your screenshot 5860x1080 (bezel corrected) and 5760x1080 (not bezel corrected) and look white sealing right side of your screenshots. Do you see more white sealing in one of you screenshots and if what is that? What is happening in real life if your monitors can physically show res. 5760 x 1080 ?
There are 4 camera pictures. Two of them are with Ctrl-Alt-S Enable/Disable Surround. Look Bezel correction V1&V2 =120 > rFactor2 Video Setup res. 6000 x 1080 and rFactor2 Video Setup res. 5760 x 1080 no shortcut is used. My camera pictures is what I see in real life not a screenshot. You can see there is huge difference if you compare res. 5760 x 1080 with 6000 x 1080.
Maybe you can explain why ?
Why are you starting a war with me just because I don't see what you see?
The problem is that if you did do the test test I asked you to do and exactly as I asked nothing more nothing less. Your answer was yes I can confirm your findings. I was testing who you are. You see it is not only you who have many PC`s with many different triple screens.
There are 4 camera pictures. Two of them are with Ctrl-Alt-S Enable/Disable Surround.