Quote:
Originally Posted by Wolf_Rider
read the above.... go on, its easy
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Quote:
Originally Posted by Wolf_Rider
*EDIT (for your late entry
IF I sit at the window, I see up to 180 degrees... but a monitor isn't a real world window, where how much can seen is determined by how near or distant the person looking out it is and if I have a big big window, I can see much much more without having to be so close, such is the real world. Unfortunately though, a monitor won't display these qualities. Why? because it is no more than a projection surface
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If I sit in front of a window or monitor of the same size, yes, I see up to 180 degrees, but NOT of what is outside the aircraft or on the screen. How much of my vision, most of which is occupied by the useless interior of my room/aircraft, is actually able to see what is happening outside/in the game?
Yes, if I MOVE in relation to my monitor or the window, I change HOW MUCH of my field of vision is occupied by the monitor/window, and in the aircraft, this changes my FOV OUTSIDE the window. But the FOV of the monitor does NOT change, which is where these two differ. Such is the limitation of technology.
But you forget its not about the window or the fact that you might need to change your fov if you decide to sit closer to your monitor. What this is about is this - if I sit at this distance and angle and look at a monitor of this size, how much FOV do I need to set to get a 1:1 view with a window of the same size and distance?
PLEASE tell me you at least know what answer I am looking for!
EDIT: Here are some resources from valve to help:
https://developer.valvesoftware.com/wiki/Field_of_View
Note the following;
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The player's FOV represents the Horizontal Angular Field of View, determining the angle of a geometrical viewwedge called a Frustum, whose rectangular cross-section corresponds to the player's rectangular screen
Theoretically, an optically correct perspective can be obtained by matching the Camera's angle of view to the angle between the Player's eye and the edges of the image on his screen. Obviously this angle varies according to the actual size of the Player's screen and how far away from the screen he is actually sitting.
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Do you notice how they DON'T say the correct FOV is 60 degrees, and they refer, just like me, to the size of the player's screen and how far away from it the player is?