Multi-Monitor Gaming

 
 


Almost 15% of computer users had multiple monitors already as of 2012. The numbers are presumably higher today. And, the numbers for gamers are probably higher than they are for the average computer user. For example, an unscientific poll of PC Gamer readers found that 28% of their readers have multiple monitors. So, there is a significant base of video game consumers who could benefit from games being optimized for multiple monitors. But, sadly, very few game manufacturers have bothered. Their excuse is typically that so few people have multiple monitors that it isn't worth their time, but given the numbers above, that seems pretty ridiculous. For example, video game companies are falling all over themselves optimizing for VR goggles which essentially no one has. Many PC games have worked on support for controllers that are not nearly as common as multiple monitors. In fact, a huge portion of the graphics in games aren't even visible to any but the small minority of game players who have sufficiently powerful graphics cards to run the games on ultra settings. So, they don't seem to be reluctant to pour development resources into maximizing the experience for the gamers with the most sophisticated setups. After all, those gamers are probably the ones most likely to be influencing the gaming community, doing reviews of games, buying a lot of games and so on. But, for some reason that I can't quite figure out, the gaming industry has just not bothered with that second screen sitting on many of our desks.

There are two basic models for how one uses, or would like to use, multiple monitors in gaming. One model has the goal of simply getting a bigger picture to create a more immersive experience. This does not really require a lot of cooperation from the game designers. The hardware manufacturers have largely solved the problem for them with products like AMD's Eyefinity and nVidia's Surround. These features allow users who have multiple monitors of the same resolution to trick their computer into thinking it is just one big monitor. This works best with three monitors because many games will force your character, menus and so forth to appear right in the middle, which would mean they're split across the bezels with two monitors. But, with three monitors, it does work very well in most cases. Some games have problems with huge resolutions, and you need a fair amount of video card horsepower to drive that many pixels with high graphics settings, but for a decent chunk of cash, it can be a pretty good experience. In some games, there are minor annoyances, like elements that take up a ridiculously large percentage of the screen when you're at a huge resolution, an inability to scroll out beyond a certain level or interface elements that you'd really rather not have all the way up there in the corner of the left or right monitor. But, it generally works pretty well. That said, we're approaching the point where just getting one really big 4k monitor is going to be the better way to go for that type of experience. Where the gaming industry has come up much shorter has been support for the second model. The second model has a goal of using a second or third monitor for a different function than you use the primary monitor. Typically, this takes the form of shifting some kind of interface elements over to a second monitor to free up space on your primary monitor and to allow you to keep more information and functionality ready-at-hand all the time. For example, you might want to have your cities, gauges, inventories, build orders, in-game maps, planet statistics, market, social features, etc., open all the time on your second monitor rather than having to click around to get to them and open them one at a time. This approach to multiple-monitor gaming, or at least doing it well, requires help from the game designer. It is hard to speak in such general terms about what are really game-by-game interface challenges, but most games, even if you can stretch the window across two screens, just isn't really set up with this use in mind. They may be designed, to only have one build queue open at a time when a multiple monitor user would want to have the build queues for 6 buildings open at once for example. Or, they might always display the map centered and directly over the viewport, with no way to leave it open and keep playing with it shifted over to the side. So, gamers who want to use their second display in this kind of way- generally gamers who like complicated, strategic, detail-oriented games- have been more or less blocked by the game designers for no good reason.

So, that's the bad news. The good news is, there are some real exceptions, and if you have a multiple monitor setup, you would be wise to check them out:

Supreme Commander 2

Supreme Commander 2 is getting a bit old at this point. It is from 2010. But it is still a lot of fun and the graphics are actually still quite good. It is a classic RTS with nearly perfect support for multiple monitors. You can actually have one monitor looking at one part of the map while the other is looking at a whole different part of the world. You can have interface elements up on one and not the other. It makes for an incredible game playing experience and it really shows you how amazing dual-monitor gaming can be. Still well worth checking out.

Battlefield 4

Battlefield 4 is a great first person shooter and it works well in Eyefinity or Surround. But, what really sets Battlefield 4 apart in terms of multiple monitor support is a feature called Battlescreen that allows you to see the map on a second monitor. It is actually kind of a funky, clever, way they do it. It isn't actually an in-game feature, it is powered through your web browser. So, the game is running in monitor 1 and a web browser showing the map, and where all the people in your particular game are at the moment, on your second monitor. Here is a video that explains how to do it.

EVE Online

EVE Online is the best ship-based space MMO by far. And, it is also great at working with multiple monitors. Everything in the game's interface can be moved around on the screen and the positions are sticky. And, it is just a game with a whole ton of information, so it really helps to have more space to display it. You could easily fill up your whole second monitor with useful interface elements and you can then center your ship on the other screen. Also, and this isn't really multiple monitor gameplay, but a lot of people multibox- play two ships at once, and that is much more doable with multiple monitors of course. Be warned though, EVE is really complicated and has a really steep learning curve. Like, if you play it 20 hours a week, 1 year in, you'll still feel like a total newb. But, if you're willing to sink the time in, and to revel in the complexity, it is an amazing game.

ARMA 3

ARMA 3 is another first person shooter and an absolute cult classic. It does not actually do much special to support multiple monitors on its own. But, it does do a lot to support mod developers, and the mod developers have come up with a great way to display the map on a second screen, which is enormously helpful in ARMA. The mod is called Athena and is free.

World in Conflict

This one is also getting a bit old, but still is a lot of fun. It's another RTS with good multi-monitor support. It allows you to put the map in one screen and the main interface in the other, which is great because you use the map a lot. Make sure to pick up the expansion as well.


What are some other ones people have liked on multiple monitors? Post them in the comments and I'll add them to the article.