vegastrike / Vega-Strike-Engine-Source

Vega Strike Engine
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Multi-monitor... #36

Open BenjamenMeyer opened 4 years ago

BenjamenMeyer commented 4 years ago

I typically use my laptop hooked up to a second display; when loading vegastrike. I build VS and then used the Asset Production set to play the VS screen takes over both monitors and centers itself between them instead of sticking to one screen or the other.

  1. Is this expected behavior? (I'm thinking not)
  2. What data can I provide to help resolve?
  3. What can I do to help out on this? It makes game play a bit interesting and hard; though it does seem to work.

OS: Linux - Kubuntu 19.04

BenjamenMeyer commented 4 years ago

Here's a screen shot of game play. Some things to note:

  1. The screen below is not quite centered across two monitors; the unused space doesn't show up in the screen shot but appears grey on the screen. The monitor break goes through the image about one quarter the way into the right radar HUD.
  2. The data in the lower right portion isn't visible - the bottom of the actual screen area that is visible is near the top of the nav computer display showing the planet; the Right Side Radar HUD is partially visible, but only what shows up on my left hand monitor; anything that should be on the right hand monitor isn't visible.

Screenshot4

Note: This is on a laptop with an attached external monitor with both set to the same resolution, but differing actual physical sizes.

My expectation is that Vegastrike choose a single monitor device and only use that one device; even if the other is blank. Having it split between two monitors is rather hard to see what is going on.

royfalk commented 4 years ago

I’m not sure if it’s worth pursuing at this point. Some of these problems may go away if we move to Ogre and this one doesn’t sound easy to solve well. My vote is to document and put on hold until we can figure out the ogre schedule.

From: Benjamen Meyer notifications@github.com Reply-To: vegastrike/Vega-Strike-Engine-Source reply@reply.github.com Date: Tuesday, 7 April 2020 at 7:45 To: vegastrike/Vega-Strike-Engine-Source Vega-Strike-Engine-Source@noreply.github.com Cc: Subscribed subscribed@noreply.github.com Subject: Re: [vegastrike/Vega-Strike-Engine-Source] Multi-monitor... (#36)

Here's a screen shot of game play. Some things to note:

  1. The screen below is not quite centered across two monitors; the unused space doesn't show up in the screen shot but appears grey on the screen. The monitor break goes through the image about one quarter the way into the right radar HUD.
  2. The data in the lower right portion isn't visible - the bottom of the actual screen area that is visible is near the top of the nav computer display showing the planet; the Right Side Radar HUD is partially visible, but only what shows up on my left hand monitor; anything that should be on the right hand monitor isn't visible.

[Image removed by sender. Screenshot4]https://user-images.githubusercontent.com/1074110/78630552-0724b700-7868-11ea-8eae-0fb8090f13e0.png

Note: This is on a laptop with an attached external monitor with both set to the same resolution, but differing actual physical sizes.

My expectation is that Vegastrike choose a single monitor device and only use that one device; even if the other is blank. Having it split between two monitors is rather hard to see what is going on.

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BenjamenMeyer commented 4 years ago

@royfalk that's fine. I think it's just a matter of adding settings to control the viewport; I might investigate from that angle as in my normal setup it's very hard to play, especially missing part of the screen.

At least for the moment, it's not a high priority - we need to get things moving as a community first.

Loki1950 commented 4 years ago

IIRC assigning monitor settings is handled by SDL and it changed from SDL1 and SDL2 my normal work station has two monitors

BenjamenMeyer commented 4 years ago

Work around right now is to just use Windowed mode instead of Full Screen mode. I think that's generally acceptable until we can get proper multi-monitor support in.

Loki1950 commented 4 years ago

When in testing mode I use to run in widowed mode from a terminal window for max info

BenjamenMeyer commented 4 years ago

@Loki1950 probably one of those things we need to document for testing purposes.

nabaco commented 4 years ago

Hi @BenjamenMeyer, for further triage, we might need the following information:

  1. System specs (OS, graphics card and driver, xrandr output)
  2. VS configuration (./vssetup screenshot might be enough)
  3. Game log (./vegastrike > output.log 2 > error.log)

Out of curiosity, how is your laptop hooked up? Directly or through a docking station?

BenjamenMeyer commented 4 years ago

@nabaco yes; we should outline how to collect that information and provide it.

System Specs:

I'll have to capture the rest later. As to how it's hooked up - this laptop doesn't have a docking station (would love to have one though); so the monitor is just plugged in as an external monitor via the HDMI port. KDE is configured such that the display is extended to the other monitor - thus the disparity between the xranderr output (noting the settings of the individual displays) and the Xorg Config image (noting how Xorg sees the displays). I expect SDL will see what Xorg tells it is there, and the difference in physical sizes might also be causing some of the disparity too since VegaStrike is trying to treat the whole area as one big display mat and it's not really - the two displays are actually two different sizes.

nabaco commented 4 years ago

When I'll get to the wiki I'll write up a page on that too. Maybe I'll setup a Github template for Bug issues.

Can you try and run the game with this resolution 1280x800? Or with a resolution that has the same aspect ratio? This is only as an experiment, since I saw some difference in the configuration file accross different resolutions.

evertvorster commented 1 month ago

This is definitely something to be addressed when we get to polishing the game engine.

Settings should be part of the game engine, and not be a separate binary. As mentioned earlier in this bug, this would be addressed when fixing the rendering engine.

This specific issue is unfortunately the first thing that a person who is newly interested in Vega-Strike would be seeing, and conceivably this is a turn-off.