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Notice also this formula from Valve for an 'optically correct perspective'
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To allow you to use this formula, here is the general layout of my monitor/viewing distance. Note that this probably won't equal 23.5 degrees exactly, because I calculated in a much quicker and rougher way. But it'll demonstrate the point. My monitor is approximately 100 cm away from my face. It's viewable area is 40 cm wide. This gives you all you need to solve that formula; viewer distance = (screenwidth)/(2*tan(FOV/2)) 100 cm = (40 cm) / (2*tan(FOV/2)) Solving algebraically comes up with, finally; FOV = 22.61986494! As you can see, according to Valve's 'optically correct perspective' formula, I would need to set my FOV to 22.6. So what does that tell you about my problem? Quote:
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No, i wont. I can achieve an optically correct perspective (aside from screen curvature) at ANY size screen and viewing distance. I just need to set the right FOV ingame. Because you apparently don't get it. Not for an 'optically correct perspective' they don't. Remember that FOV in games is a TRADEOFF between WIDE angle views (that are still not as wide as in reality) and 1:1 perspective/detail, which suffers because obviously things get smaller and less detailed the wider the FOV. Games have generally stuck with 70-90 fov for playability purposes. But this is NOT the optically correct perspective. The optically correct perspective is the one where perspective onscreen matches perspective in reality. Last edited by irR4tiOn4L; 04-20-2012 at 07:05 AM. |
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