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ATI Eyefinity Ready & Validated Minimum Software Feature Requirements


Test

Fail

ATI Eyefinity Ready
Minimum Requirements
ATI Eyefinity Validated
Minimum Requirements

Minimum supported ATI Eyefinity modes

 

 

3x1 Landscape

3x2 Landscape

3x1 Portrait

3x1 Landscape

3x2 Landscape

3x1 Portrait

ATI Eyefinity  Resolutions

  • ATI Eyefinity modes not accessible by any means
  • All 3x1 and 3x2 ATI Eyefinity modes are available for play through menu selections or via edits to the INI/CFG files or command line switches
  • Support for bezel corrected resolutions
  • All ATI Eyefinity portrait/landscape resolutions are listed in the game menu and are accessible without edits to the INI or CFG files
  • Support for bezel corrected resolutions

Field of View (FOV)

  • Significant reduction in vertical FOV when compared to single panel
  • FOV is not correctable by any means
  • No additional content presented on ATI Eyefinity panel array
  • No significant reduction in vertical FOV in 3x1 landscape modes when compared to single panel operation
  • Expanded horizontal FOV in 3x1 landscape mode reveals additional content not visible in single screen scenarios OR other creative use of ancillary screens to present content not directly visible in single panel mode
  • FOV adjustment is either automatic or manually adjusted by the user
  • No significant reduction in vertical FOV in 3x1 landscape modes when compared to single panel operation
  • Expanded horizontal FOV in 3x1 Landscape mode reveals additional content not visible in single screen scenarios OR other creative use of ancillary screens to present content not directly visible in single panel mode
  • FOV adjustment is either automatic or manually adjusted by the user: If manual FOV adjustment is required it can be accomplished via the in-game menus

Aspect Ratio

  • On screen objects are significantly distorted in either the X or Y direction in ATI Eyefinity Single Large Surface(SLS) modes
  • Circles appear as ovals and squares are rendered as rectangles
  • Proper aspect ratio is configured automatically or can be adjusted by the user to a suitable value
  • May involve edits to INI or other game files or selection of an aspect ratio within the game menu
  • In the case of edits or command-line switches, full information on these switches/settings must be provided
  • Aspect ratio is corrected automatically without user intervention
Visual Elements (Menus)
  • Menus or portions of menus are rendered off-screen·  Menus items are not selectable by the user in ATI Eyefinity resolutions
  • All menus are fully usable and all menu options work as intended
  • Menus are rendered fully within viewable area (including bezel compensation modes) but may potentially span more than 1 panel
  • All menus are fully usable and all menu options work as intended
  • In 3x1 modes, menus are rendered on a single panel (center or preferred)
  • In 3x2 modes, menus are rendered to not cross more than 1 Bezel boundary and must remain fully visible even in Bezel compensated modes
Visual Elements (Heads Up Displays (HUD))
  • HUD elements or portions of HUD elements are not rendered within the viewable area
  • HUD elements are rendered fully within the viewable area (including bezel compensated modes) but may potentially span more than 1 panel
  • HUD elements that are displayed on a side panel maintain proper aspect ratio and do not appear stretched or enlarged
  • HUD elements are rendered fully on the center panel or “preferred “panel for FPS games in a 3x1 ATI Eyefinity mode: Games in other genres may render the HUD or HUD elements to side panels in 3x1 modes to better fit user needs
  • HUD elements may be spread across the two center panels in 3x2 ATI Eyefinity modes for FPS games: Other genres of games may disburse HUD elements to appropriate locations within the viewable panel array
  • No individual HUD element may straddle a bezel boundary
Visual Elements (Dialog boxes)
  • Dialog boxes do not appear within the viewable area
  • Dialog boxes are completely visible and usable but may extend across multiple panels
  • If Dialog boxes extend across multiple panels the application must allow for bezel compensation so all dialog text is fully visible
  • All dialog boxes appear on the center panel or “preferred” panel in a 3x1 ATI Eyefinity mode or lower center panel or “preferred panel” in 3x2 ATI Eyefinity modes and do not span bezel boundaries
Visual Elements (Dialog boxes)
  • Significant portions of game-critical cut scenes are not displayed within the viewable area
  • Rendered or video cut scenes are displayed in full with no significant loss of information when compared to a single monitor configuration
  • Some degree of stretching or distortion may be acceptable
  • In-game cut scenes are correctly displayed without cropping or stretching of the video content: If this is not possible then Video cut-scenes will be displayed in the center panel or “preferred panel” only to maintain aspect ratio and content appearance
Visual Elements (Targeting Reticule or Crosshair)
  • Targeting reticule does not appear or is corrupted in ATI Eyefinity modes
  • Targeting reticule appears correctly on the center panel in 3x1 landscape and portrait modes
  • Targeting reticule appears correctly on no more than the two center panels in 3x2 landscape modes
  • Targeting reticule retains the same aspect ratio in ATI Eyefinity modes as portrayed in single panel modes
  • Manual edits to game configuration files may be acceptable
  • Targeting reticule appears correctly on the center panel in 3x1 landscape and portrait modes
  • Targeting reticule appears correctly on no more than the two center panels in 3x2 landscape modes
  • Targeting reticule retains the same aspect ratio in ATI Eyefinity modes as portrayed in single panel modes
Notes