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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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  #11  
Old 05-08-2011, 09:02 PM
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raaaid raaaid is offline
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not necesarily

the only rule is that 10 pixels at 1 m got to be 5 pixels at 0.5 m

theres no need to take away the wide view
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  #12  
Old 05-08-2011, 09:04 PM
SsSsSsSsSnake SsSsSsSsSnake is offline
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Quote:
Originally Posted by seiseki View Post
I lay awake all night wondering why there's two S'es missing in SsSsSsSsSnake's SsSsSsSsSignature..
laziness Seiseki,but 10/10 for observsation
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  #13  
Old 05-08-2011, 09:05 PM
SsSsSsSsSnake SsSsSsSsSnake is offline
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Originally Posted by Mysticpuma View Post
You asked "the adequate distance to view the game... "

I'd currently say America!
lol MP i was going to say from another room
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  #14  
Old 05-08-2011, 11:00 PM
Kakashi Kakashi is offline
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Quote:
Originally Posted by raaaid View Post
not necesarily

the only rule is that 10 pixels at 1 m got to be 5 pixels at 0.5 m

theres no need to take away the wide view
lol now you just confirmed what I said.
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  #15  
Old 05-09-2011, 11:39 AM
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raaaid raaaid is offline
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imagine your using wide view at 1 m distance from the screen and the crosshair takes 20 pixels

6dof should make sure that gunsight takes 10 pixels when you move to 0.5 distance

this is the principle behind gunsights

but you can still use the widest view with this system as you see
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  #16  
Old 05-09-2011, 11:45 AM
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Quote:
Originally Posted by raaaid View Post
imagine your using wide view at 1 m distance from the screen and the crosshair takes 20 pixels

6dof should make sure that gunsight takes 10 pixels when you move to 0.5 distance

this is the principle behind gunsights

but you can still use the widest view with this system as you see
Why?.......we don't need to throw in any more complications to this sim, just get on with ironing out the existing bugs, trackIR 6dof works just fine and everything you are hoping to achieve will become redundant when we finally have commercially available HD 3d dome projection.
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  #17  
Old 05-09-2011, 12:05 PM
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raaaid raaaid is offline
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"trackIR 6dof works just fine "

thats the key it works wrong in every game

as soon as you change distance to the screen the fov GOT to be modified accordingly, im sure the greeks would have done it right since the start

couldnt be easier and less resource consuming than a simple trig calculation

edit:

check the effect i explain here:

the crosshair has a constant angualr size whatever the distance of the camera:

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Last edited by raaaid; 05-09-2011 at 12:08 PM.
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  #18  
Old 05-09-2011, 03:15 PM
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Quote:
Originally Posted by raaaid View Post
"trackIR 6dof works just fine "

thats the key it works wrong in every game

as soon as you change distance to the screen the fov GOT to be modified accordingly, im sure the greeks would have done it right since the start

couldnt be easier and less resource consuming than a simple trig calculation

edit:

check the effect i explain here:

the crosshair has a constant angualr size whatever the distance of the camera:




I know the effect well, it is called collimation, it what is used in modern HUD's to give focus at infinity, it is also used in professional flight simulators.


Quote:
thats the key it works wrong in every game
I'm sorry but that's not true, it works just fine, it just doesn't have the effect you want.

Quote:
couldnt be easier and less resource consuming than a simple trig calculation
I will never pretend to know how easy or difficult it is to write code for software, but I am sure if it was so 'easy' it would have been done, ultimately you need to email someone at Naturalpoint with your concerns, perhaps you will let us all know what you discover?
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  #19  
Old 05-09-2011, 05:25 PM
Kakashi Kakashi is offline
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Quote:
Originally Posted by raaaid View Post
imagine your using wide view at 1 m distance from the screen and the crosshair takes 20 pixels

6dof should make sure that gunsight takes 10 pixels when you move to 0.5 distance

this is the principle behind gunsights

but you can still use the widest view with this system as you see
You reconfirmed what I said yet again changing the values in your example, which brings nothing new to the equation. Let me dumb it out for you:

at one meter distance you have an object in game which appears to be of size x (call it 20 pixels if you will). Let's say that object is the speedometer.
From my little screen, with a small resolution (1280*768 I believe in game) I need to lean toward the screen in order to get the reading off that instrument of size x.

With your idea, if I do so and get closer to the screen (0.5 m) the speedometer will now be of size half a x (or 10 pixels.) effectively reducing its size by half, making it just as impossible (or difficult) to read.

So with your principle, getting closer to the cockpit would actually make it smaller... not really realistic is it?! The mistake you are making right now is to consider your computer's screen as a window. Indeed you have a wider and wider field of view as you get closer to it. But playing the game is not looking through a window, a person's field of view does not changes as he lean forwads.
Hopefully you get that much.

EDIT: Just did some math actually... So with my 17in screen if you principle is respected, when I sit a meter away from the screen, I should have a 13degree field of view vertically, and 20degrees horizontally.
If I would like to have a 30 degree field of view horizontally, sitting a meter away from my screen... I would need a 47inch screen. Now again, do you really think raaaid, that the Track IR has got it wrong for every games ?!
(Whaaaaaat? I take it waaaaaay too seriously?! what you guys are talking about )

Last edited by Kakashi; 05-09-2011 at 06:02 PM.
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  #20  
Old 05-09-2011, 06:48 PM
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that if you want to use a realistic size but you can still use a wide one with the same effect

or the opposite zoom
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