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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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well if you use a 30 fov the vertical size of the screen must take an angualar size of 30º from your eyes
if you use a 45 fov the vertical size of the screen must take an angualar size of 45º from your eyes and so on but why in no game trackir calculates it the fov for you? the device is underused
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3gb ram ASUS Radeon EAH4650 DI - 1 GB GDDR2 I PREFER TO LOVE WITHOUT BEING LOVED THAT NOT LOVE AT ALL |
#2
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#3
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I lay awake all night thinking of the answers
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#4
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I lay awake all night wondering why there's two S'es missing in SsSsSsSsSnake's SsSsSsSsSignature..
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#5
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You must be new to The Raaaid.
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#6
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He actually make some sense this time.. Still a useless thread though xD!
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#7
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You asked "the adequate distance to view the game... "
I'd currently say America!
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#8
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He's actually onto something here, though I'm not sure how well it would work in practice.
What he's getting at would work in a similar way to the tech demo that someone made using a wii remote, so that when you moved your head, the head traching follows and adjusts the field of view and perspective point to give an illusion of depth, though it's still displayed on a flat screen, and to any other viewpoint (like someone looking over your shoulder) it would look decidedly weird. The problem I see is how then do you treat the pilots head - you would need to use the x/y/z translation axes as inputs for the faux 3d, and so would lose the 6 degrees of freedom we're used to using trackir/freetrack. we could still have 3dof, and I'm still not entirely sure how well this would work in practice. We would need to be able to map field of view to an axis, and then have some sort control via the x/y axis of the perspective point. e: having re-read his comment, I think he just means the mapping of, say the z-axis of a trackir set to the fov setting. Much more doable than the idea I had. I'd still like some kind of control over the perspective point like I suggested though, it'd be... interesting to see the effects in this way, though it'd take a hell of a lot of configuring/fine tuning.
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Core I7 920 @ 4.2GHz Asus P6X58D-E G.Skill 24 GB DDR3 RAM 1600 GeForce GTX 580 3Gb Win 7 Ultimate 64bit |
#9
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This would effectively transform the monitor to a 'holographic window' for one single user. It would be an awesome party trick, but as mentioned above, it would be unwieldly to use in a flight sim. Using rotating axles to rotate the camera and translating axles to reposition the holo-window might be feasible.
Anyhooo, this calculation should give the proper FoV for an adjustable distance, as long as monitor size and window sizes are known. FoV = 2 * arctan( MonitorDiameter * cos( arctan(PixelsHeight/PixelsWidth) ) / 2) This would make the FoV zoom out as you lean forward, giving you a single-user-holo-window. |
#10
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I think it would be unwise and unhealthy to put in practive though you guys developped some pretty interesting ideas there, the only way to have a wide field of view would be to stick your face onto your screen (bad for your eyes), also if you have a small screen like me (17inch) and you need to get closer to it briefly to aim, or look at your instruments' readings it would increase the field of view making the instruments smaller as you try to get closer to them for reading.
So although the initial attempt would be to increase realism of point of view, it would really make it less realistic. Like I said before though he actually made some sense this time ![]() |
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