Setting up your rFactor FOV - Tutorial

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.
 
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"
 
Wow. Talk about random and completely uncalled for. I have done nothing but try to simply figure what's going on here (along with Lazza, Zeos, etc.) with multiview. Infact, I even wrote a post trying to specifically help you with your screens (I think it was Wednesday or Thursday). What's wrong with you? You just literally went on a complete personal rampage about me (not to mention saying a bunch of B.S.) just because I didn't notice an apparent graphic anomaly in RF2 that you noticed. You need to seriously think about stepping away for a bit and chill out because that was border-line psychotic, honestly.


Regarding the pitman, I didn't use your keyboard method. What I did was set RF2 to 5760x1080 and same with my gpu's triple screens (no bzl cmpnstn), then loaded RF2 and checked the pitman. Then I exited, set the GPU to 6000x1080 (bzl cmpnstin), set RF2 to 6000x1080 and checked again. And they looked the same. I had my fingers on the screen the entire time from test to test and the pitman was identically sized.

I'm guessing you're using a keyboard shortcut which makes everything fit on the screen so basically RFactor 2 is rendering the game at 6000x1080, but then you press the keyboard shortcut to disable the GPU control panel's bezel compensation, so then RF2's extra wide image of 6000x1080 gets shrunk-down horizontally because it then has to display an entire rendered image of 6000x1080 on only 5760x1080. Therefore your pitman will look skinnier because everything has to get skinnier in order to fit a rendered image of 6000 pixels (width) on only 5760 pixels (width).

You need to pay attention to exactly what your keyboard shortcut is doing, that's why we're asking you for an exaggerated 7000x1080 image rather than using keyboard shortcuts which may be altering and scaling the image which may be making the image distorted.


P.S. Can you please keep this civil? We're all attempting to achieve the same goal here - getting the best gaming experience possible. No one here is trying to win a fight. No one here is trying to prove they're right. And nobody is attacking or insulting you so please stop doing so yourself. Thank you.
 
Last edited:
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...
 
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...

Don`t blame me with your conspiracy theories. I asked him to confirm and give me a simple answer, nothing more.

1. Setup res. to 6000 x 1080 >go in game > take first picture > short cut CTR + ALT + S > second picture.
2 Setup res. to 5760 x 1080 > go in game > take first picture > shut down your game > setup resolution 6000 x 1080 > go in game take second picture.

Now we have two pictures with res. 6000 x 1080 and two pictures res. 5760 x 1080.
1 and 2 image res. 5760 x 1080 looks 100% like.
1 and 2 image res. 6000 x 1080 looks 100% like.

Topic number 324 "Regarding the pitman....." It is up to you to judge what is going on.

"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."

With bezel correction ,"locked" screen angles, "locked" FOV. Multiview is off scale. 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.

Do this make any sense to you?
 
Last edited:
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.

It makes no sense for the game to draw 6000x1125.

*And yeah, I'm sorry about the conspiracy theory stuff, but yesterday I pointed out that switching 'live' won't work, and 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.
 
Last edited:
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.

I do understand 100% what bezel correction does. The problem is that if I take pictures or explain with words and numbers you still don`t believe me or your own eyes.

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,

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.

It makes no sense for the game to draw 6000x1125.

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.


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.

Sorry. My blood pressure went bit high when I read Spinellis answer. I thought that I can debate with him about multiview, bezel correction etc. because he has triple screens. Unfortunately, I can not trust him because he did not give me an honest answer.

I take new camera pictures. It is going to hit you like a bomb how bezel correction is working. So far we have discussed about center monitor(Engineer). I take pictures from side monitor also. It is going to surprise you. :)
 
Last edited:
I understand WhiteShadow perfectly. I'm not sure why this happen but lack of speed and so on I know what he mean. Have the same feeling here on my system and a similar setup.
Will follow this thread . Hopefully you can solve the mysterium :p
 
I gave you an honest answer, I said that the pitman was no fatter/skinnier at the different resolutions. When I said that I tried what you said, I was referring to comparing the size of the pitman at two different resolutions, I didn't mean that I tried it with your exact identical method of the keyboard shortcut. I apologize if I mislead you with my answer and didn't explain myself correctly.

By the way, Ctrl-alt-S disables surround.



May you, alpha-bravo, or anybody try the following extremely simple test? I think it should help us solve this once and for all:


1.
In your NVidia control panel, setup NVidia surround with your exact perfect monitor resolution. No scaling, no bezel compensation, nothing. (For example, with 3x 1920x1080 monitors it would be 5760x1080 but you have 21:9 monitors so go by that).

2. Go to RFactor 2 graphics config screen and set RF2 to the exact same resolution that you set your Nvidia control panel surround resolution to (so, for my example, 5760x1080 but you have 21:9 monitors so go by that).

3. Look at pitman and measure size.

4. Fully exit/close RF2.

5. Go back to your Nvidia control panel and edit your previously created surround resolution to now include the bezel compensation (for eg. 6000x1080 instead of 5760x1080 but you have 21:9 monitors so go by that) and save it (obviously).

6. Go to RFactor 2 graphics config screen and set RF2 to the exact same resolution that you set your Nvidia control panel surround resolution to (so, for my example, 6000x1080 but you have 21:9 monitors so go by that).

7. Look at pitman and measure size.

8. Compare measured size of first pitman to second pitman.


NOTE: Don't adjust the in-game FOV, don't disable anything with any sort of shortcut keys, don't do any of that stuff. Just compare the native resolution, non-bezel-compensated image to the native resolution, bezel-compensated image.



May you please try that?
Thank you kindly :)
 
Last edited:
small additional info. Some time ago I did some test with a 42" Center screen and 24" side screens in portrait mode. With eyefinity this is not possible but with softTH. For some unknown reason it happen for one time that rF2 did the whole render in multiview on one screen (center). It was clearly visible that on the left and right area of the center the image was disorted.
I mention this because IMO this is a proof that it's not possible to use FOV for let me say "more sense of speed) because you have to change the FOV (setting) exactly that it fit to the angle of your screens. You can test this very easy with wall in front of you and chamge the FOV until the top of the wall is a straight line over all screens.
I know it's. not the same topic but maybe some usefull input to the topic.
If not ignore it:)
I'm now for some hours away from home. Will take again a look at this thread later when I'm back at home.
 
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.

It might help if you explain exactly what you're doing, and where the screenshots are coming from. I'm pretty sure running the game in 6000x1080 will make the game produce a 6000 wide screenshot regardless of bezel correction (the game draws all those pixels, your graphics card/driver does the correction). I think you weren't using the game itself to get your screenshots. But we're overlapping the main issue:

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.

Let's review what Bezel Correction is supposed to do here.

Your driver creates a new resolution of 6000x1080 for the game to use. The game produces an image 6000x1080. A game screenshot (F12) should produce a file at this resolution.

Your driver/card takes this image, sends the centre 1920x1080 to the centre screen, then another 1920x1080 to the left screen, and the same for the right. That leaves the strips not in those areas, total 240x1080, that are discarded... I think. Actually this opens a question mark for me, because I'm not sure of the interaction between multiview and bezel correction as far as whether those side images are centred and trimmed on both ends, or butted to the outside edges and the centres are trimmed... wish I could test this myself. (I tend to think of the whole image from the game as a single image, so then it seems most likely BC would send the ends of that image to the side screens and discard 2 areas of 120x1080. Assuming this is the same with a multiview image [and probably wouldn't expect some sort of interaction or detection between the driver and the game] that would make the 'centre' perspective-wise slightly off-centre on the side screens. But it would only be a small adjustment)


So let's look at the figures you've mentioned a few times: 6000x1125.

This is 16:9. This is to scale without bezel correction. Any sort of bezel correction, which is supposed to hide/discard part of the image, will break the scale. That's why it doesn't make any sense. The bezel correction only trims horizontally, so the vertical resolution starts and ends at your screen resolution - untouched.


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.
 
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.
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.

Obviously if you try to squeeze a 6000 pixel-width rendering onto a 5760 pixel-width screen then everything will look slightly skinny, and obviously if you stretch a 5760 pixel-width rendering onto a 6000 pixel-width screen then everything will look slightly fat. It seems like that is exactly what WhiteShadow is doing because he is enabling/disabling Nvidia surround while in RFactor 2, but RFactor 2 is still rendering the same original image/resolution it was set to; RFactor 2 will not change it's rendered resolution just because an NVidia control panel shortcut is pressed.
 
Last edited:
You guys have many theories like Exactly and Obviously but not a single fact. Bezel correction does not work like you guys claim. You are both wrong as my pictures is going to proof.

Again I used 24" monitors res. 5760 x 1080 with camera and taped tape measure in my screens and took pictures with and without shortcut (Ctrl+Alt+S ) FOV 19 and this is how i did it.

1.NVidia surround >Bezel correction V1&V2 =120 > rFactor2 Video Setup res. 6000 x 1080 >game > first picture > shortcut CTR + ALT + S (5760 x 1080) > second picture.
2 NVidia surround >Bezel correction V1&V2 =0 > rFactor2 Video Setup res. 5760 x 1080 > game > first picture > shut down game > NVidia surround >Bezel correction V1&V2 =120 > rFactor2 Video Setup res. 6000 x 1080 > in game > second picture.

Now we have two pictures of my center screen with res. 6000 x 1080 and two pictures res. 5760 x 1080. Two pictures with shortcut CTR + ALT + S , res. 5760 x 1080 and 6000 x 1080 and two Two pictures without shortcut CTR + ALT + S res. 5760 x 1080 and 6000 x 1080. Together four pictures, right?

6000x1080 shortcut CTR + ALT + S
f4ijvs.jpg
[/IMG]

5760x1080 shortcut CTR + ALT + S
241uqa8.jpg
[/IMG]

rFactor2 Video Setup res. 5760 x 1080
21m9caa.jpg
[/IMG]

Bezel correction V1&V2 =120 > rFactor2 Video Setup res. 6000 x 1080
k38713.jpg
[/IMG]

1 and 2 image res. 5760 x 1080 looks 100% like.
1 and 2 image res. 6000 x 1080 looks 100% like.

Conclusion : Railing is 5mm wider with bezel correction or without = (native resolution) NVidia surround Bezel correction shortcut CTR + ALT + S and Multiview is off scale simply because height is unchanged.
 
Last edited:
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.

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 (iRacing still does 6000x1080, doesn't it?).

I admit I was also confused by your screenshot statements. Like this:

I used camera because Screenshot has same resolution (5670x1080) with bezel correction or not and it is obviously you don't see any difference.

A game screenshot (F12) should be 6000 wide when the game is set to 6000x1080. I would appreciate if you could provide the two screenshots from turning off bezel correction and setting the game to 5760x1080, then turning on bezel correction and setting the game to 6000x1080, for comparison. No Ctrl-Alt-S, just those two screenshots. (not camera pictures)

I'm not arguing with what you're seeing, and your last post is quite clear on your process and does indicate there is stretching going on. The question is where and why - and the raw screenshot may help there.

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).

F12 screenshots from the two different setups would be great.
 
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.

View attachment 16874
View attachment 16875
 
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.
 
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.

View attachment 16874
View attachment 16875

We debate if bezel correction in rFactor2 multiview is off scale or not. How much it is is not relevant. My pictures are with bezel correction V1&V2 =120 res 5760 x 1080 and 6000 x 1080 (bezel corrected) LG 24" widescreen. My system and your resolution 5760x1080 5880 x 1080 V1&V2 +- 60 (bezel corrected) railing in Malayisia is +- 1,5 mm wider and picture in game is off scale.
I am using 24" monitors to my example pictures but in reality I play rFactor2 with 34" curved monitors and obliviously wider and higher monitors you have off scale is much more in mm and in real life view. It is annoying to have off scale flat picture. I can also imagine how much more annoying it is with bigger monitors or TV`s like +40".
Bezel correction flat image draw distance is too short. You can fix this your real life view with your screen angles and FOV but your real life view is still off scale. Turns and corners don`t look as they should look (how sharp) because you image you see is flat and too wide.
Bezel corrected rFactor2 is off scale and only new Multiview User Interface can change this fact.
 
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).

Lets say that 5760 x 1080 Aspect Ratio is 16:9. Bezel correction (4cm bezel) resolution is 6000 x 1080(bezel corrected). Scaled Aspect Ratio 16:9 resolution is 6000 x 1125 and this is why we get wrong scaling. Bezel Correction stretches only wide from 5760 to 6000 and not the height 1080. 6000 x 1080 is not scaled bezel corrected Aspect Ratio 16:9 from 5760 x 1080. 6000x1125 is scaled bezel corrected res. from 5760x1080 Aspect Ratio 16:9.

iRacing still does 6000x1080, doesn't it?

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.
 
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.

Your stubbornness is amazing.

nvcpbl.jpg
[/IMG]

j5l6s8.jpg
[/IMG]

WhiteShadow, I dont see any stretching. I tried what you said.


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. 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 t give me honest answer. We are all humans and make mistakes but you are something else that`s for sure.

See you guys in some other place and time. Enjoy you triples.

PS. Don`t drive in real life before you get new classes.

The End.
 
Scaled Aspect Ratio 16:9 resolution is 6000 x 1125 and this is why we get wrong scaling.

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.

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.

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'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.
 
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 must look pictures I made. You can clearly see what is going on and how bezel correction is working. I can not explain this any better then I have done before. From my pictures you can clearly see that path of the picture is hidden behind the vertical bezel but nothing is hidden behind the horizontal bezel when we have res.6000x1080 (bezel corrected).

You know that's exactly what bezel correction is supposed to do, right?


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.
 
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.

I know how it works.

bezel correction only hides stuff behind the vertical bezels.

"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.
 
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.

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):
View attachment 16877

View attachment 16878

I've left Multiview off as it makes it easier to show what's happening.

View attachment 16879

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.
 
Yeah, not sure what that does but apparently he got the same results without using the shortcut at all. If we can ever get past what bezel correction does and why the resolution is fine maybe we can work it out...
 
"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)
 
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.
 
The NVidia site shows the same thing, it's just not a clean link so I didn't use it. Go have a look.
 
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.

No, 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?
 
No, 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?
+1

WS can you please stop with all your keyboard shortcuts that are distorting things? Please just compare 2 shots of RF with both your GPU and RF BOTH set to 6000x1080, and then another with BOTH your GPU and RF BOTH set to 5760x1080, while NOT doing any sort of shortcut stuff with your keyboard hot-keys. Can you do that simple test? I even outlined it step by step in post # 330 of this thread


P.S. The fact that WS also stated that multiview works better for older style monitors (eg. 15", 17", 4:3 aspect ratio) than newer style monitors/TVs (eg. 23", 27", 40", 16:9 AR) gives me the impression that WS unfortunately doesn't have a proper understanding of multiview. It makes no difference how good or bad multiview works whether you have a 17", 4:3 monitor or a 30", 16:10 monitor, or whatever.


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.
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.
 
Last edited:
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.

Yes.


Here's 5860x1080 (bezel corrected) and 5760x1080 (not bezel corrected):
View attachment 16877

View attachment 16878

I've left Multiview off as it makes it easier to show what's happening.

View attachment 16879

This is the 5760 shot overlaid on the 5860 without any scaling. It lines up perfectly.

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 ?


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.

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 ?
 
Last edited:
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 ?

I can take camera photos later to show you but I can tell you now exactly what I'll see.

Without bezel correction i.e. with rF2 running 5760x1080 I will see the left third of the 5760x1080 screen grab on the left monitor, the centre third of 5760x1080 screen grab on the centre monitor and the right third of the 5760x1080 screen grab on the right monitor.

With bezel correction I will see the leftmost 1920 pixels of the 5860x1080 screen grab on the left monitor, the centre 1920 pixels on the centre monitor and the rightmost 1920 pixels on the right monitor. The part of the screen grab between the bezels will be discarded by the video driver.

There will be a slightly different horizontal field of view, as shown in the grab above (the red are being the non-bezel corrected field of view, the full width being the bezel corrected field of view. This is normal and to be expected (I've also said that before in this thread).

I think it's this slight change in overall horizontal field of view that is confusing you, WhiteShadow.
 
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 ?

Already did, ages ago in this thread. Have done again in the post above.
 
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 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.
 
Last edited:
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.

I think the confusion is that you didn't describe the test very clearly at all.

Also in your reply to me above you said:

There are 4 camera pictures. Two of them are with Ctrl-Alt-S Enable/Disable Surround.

It isn't clear what you mean here, enabling and disabling surround can't be what you mean as with surround disabled you cannot run a triple screen resolution in rF2 full-screen.

Please could you try to be clearer with the steps required to reproduce your problem?
 

Back
Top