#IDEAL FOV FOR 1920X1080 PATCH#
Running the patch allows you to set the D3D version of f22.dat to 1024x768, or return it to 800圆00. The patch itself is actually included with TAW 2.0, and can be found in the \F-22 Total Air War 2.0 - Dev\!ADP\utilities\D3D_1024x768_Patch folder, and is called TAW_RES.com. Reverse engineering Manteau's patch seems to be the key to this.
![ideal fov for 1920x1080 ideal fov for 1920x1080](https://cdn.mos.cms.futurecdn.net/3MBC8yQ7D8TQbjDzvqmXGE.jpg)
Hypothesis: The FOV variable alluded to in the previous hypothesis is directly related to the selected resolution, and not the display output as a whole.
#IDEAL FOV FOR 1920X1080 SOFTWARE#
However, despite using the same EXE file, neither of these resolutions displayed with the FOV shown in the 1024x768 screenshot at the top of this post!Ħ40x400 in Software Mode (1024x768 D3D EXE): Running 800圆00 in software mode gave me the stretched vertical present in the normal 800圆00 hardware FOV. This gives the 640x400 display a widescreen effect, which is accurate given the pixel/aspect ratio (640x400 is actually a 16:10 ratio, not 4:3). The 640x400 software mode created a black bar at the bottom of the screen in order to allow for the pixels to display with the proper aspect.
![ideal fov for 1920x1080 ideal fov for 1920x1080](https://cdn1.dotesports.com/wp-content/uploads/2021/08/05131621/BOCW-S5-Announcement-005_WM.jpeg)
While running the 1024x768 EXE, I went into software mode to take some screenshots at different resolutions (I could not get hardware mode screenshots in other than 1024x768 due to modern D3D cards not supporting the 640x400 resolution). Hypothesis: Manteau's patch does not stretch, shrink, or otherwise distort FOV, but rather sets a consistent aspect value of some sort. This is a screenshot taken in 1024x768 (again, as the aspect ratio should be)Īnd one from 800圆00 with FOV edits made (though you still get vertical stretch): Additionally, Manteau's patch corrects the aspect ratio of the HUD symbology, whereas mlracing's hex edits do not. However, the zoomed MFDs from Manteau's patch display as squares (as they should). The aspect ratio while zoomed into an MFD remains stretched vertically. When hex-editing an EXE using methods described in this thread, only the normal FOVs are affected (including external views). Also worth noting is that Manteau's patch works on both original and TrackIR modified versions of the D3D EXE.Ĭonclusion: Manteau's patch hex-edits values different from those discovered by mlracing. It is worth noting that the regular 1024x768 version does not exhibit the corrupted loadout screen. This is a screenshot taken in 1024x768 (as the aspect ratio should look):Īnd one from 800圆00 (note the vertical stretch): However, the FOV for 1024x768 is ideal for a 3:4 (fullscreen) monitor, unlike the 800圆00 version, which is actually stretched vertically. I did some testing and realized that this issue is not present in the original 1024x768 version of TAW, which was actually done from a patch (written by Manteau) that hex-edits the D3D 800圆00 version of the TAW EXE. Here is an example of a Su-25 loaded for bear, as the screen should look:Īnd how it looks with a FOV modded EXE enabled (note the ellipses where armament should be displayed): The only one really worth addressing shows itself in the campaign loadout menu when selecting armaments for non-F22 aircraft. The purpose here is not to belittle mlracing's great contributions, but rather to pursue the ideal solution.
#IDEAL FOV FOR 1920X1080 MODS#
However, I came across some minor side effects when using the mods (Fullscreen in 800圆00, Widescreen in 1024x768). As you may know, The addition of Fullscreen and Widescreen versions of TAW in version 2.10 were made possible by mlracing's great discoveries in this thread.