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| Technical threads All discussions about technical issues |
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Thread Tools | Display Modes |
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#1
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I would strongly suggest you read up a little on the way "3D" worlds are displayed on 2D screens.
There's nothing "at fault" with the game engine or its field of views. The reason they suggest 30 degrees is closest to reality is because if you're sitting at the ergonomically correct distance from your monitor, it will take up an area roughly equal to 30 degrees of your eyes' own field of view. Additionally, the objects displayed on the screen will be rendered at approximately the size you would see them as in reality, if they were at the distance being simulated in the game world. At a wider field of view, objects will appear far smaller than they would in reality and are much, much harder to see (planes about to bounce you for instance) than they would otherwise be. As far as I understand the rest of your post, I get the impression you think it's possible to render as wide a field of view as we like without distortion? I'm afraid that's just not possible and there will always be a level of distortion no matter how much you're rendering. This is because you're attempting to represent an arc of view on a flat plane (your screen). When you try to take something curved and flatten it out, you get distortion. Look no further than a world map for a perfect example - all those northern areas are grossly distorted and look much larger than they really are, as a result of being "unwrapped" from a round object. There is nothing different or "special" about this engine over any other as far as the way they render is concerned. Each and every single game you play is faced with the same constraints, you just don't realise it. Now if you want to talk about a genuine flaw in the way they handle field of view, it's this - there's no recognition of horizontal or vertical field of view as being separate. Certainly the engine can do it, they're just not using it. 90 degrees at maximum hotkeyed fov is appropriate for a 4:3 monitor, not a 16:10 or 16:9 one, which should be closer to 100 degrees horizontal fov. For those of us who use Eyefinity, there's no handling of alternative aspect ratios like 24:5 which I typically use. That means that either I lose a huge chunk off the top and bottom of my vision, or I get a huge amount of heavily distorted vision at the top and bottom of my view (when using the manual fov slider). What the game needs is to be adjusting the default fov based on your aspect ratio first and foremost and then dynamically changing the values for "30/70/90" to suit the ultrawide perspective. In fact, in case a dev happens to wander through, however unlikely, I'll quote myself from another thread: Quote:
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#2
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I agree that the 16:10 appropriate FOV is close to 100.
Im using a 1920x1200 (24 inches) monitor, and the game looks better around FOV 95, I guess FOV 100 is correct for 27 inches. in game I have to set 90 FOV and then adjust the fov pressing the FOV´s key and using the vertical mouse axis. This method is not precise and is very annoying that I have to do this every time that the game is started. I miss a method to set my desired FOV by default |
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#3
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field of view and image size are 2 different things - it really would be nice if we would be able to set these up correctly for different type of screen setups.
the quote from the manual might be correct for a 19" 4:3 screen but with anything different from that it's pure bullshit. take a 64" 16:9 screen and run the game with it's default image size and field of view - this would be far from what a real pilot sees. |
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#4
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TBH the distortion doesnt bother me that much. its situational awareness i care off and the fact that i can move my eyes independant of my head But the sim is simulating my eyes statically looking ahead at its apparent most realistic settings.
i guess what the real ball ache is that TIR acts as my eyes really not my head. i believe what i want simulated is the full range of the eye scan left right up down etc etc on my screen. with me ? the more you increase Fov. the more it seems to simulate the head aspect. we have the choice which is good i guess. mega montior setup seems to be the only way to get around this and even that is flawed. Last edited by Ali Fish; 04-28-2011 at 06:55 PM. |
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#5
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Agree.
I did this in my 1920x1200 monitor : Increased the FOV, around 95, then increased the zoom forward to fix the pilot position. Obtaining with this an awesome situational awareness position We need a line in the config.ini to set our desire default FOV and our desire default zoom |
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#6
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Quote:
+1 choice is what its all about. |
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#7
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Your issue is simply a TIR profile not suited to your particular situation. Specifically the Pitch axis is not sensitive enough resulting in you having to move your head much too far to see the control panel.
If you search my posts you'll find my profile which you can use as a basis for your own preferences and sitting situation (distance from clip to receiver) by adding or subtracting overall sensitivity. My profile is fairly aggressive with just enough deadzone to make aiming easy enough while not "pulling" too much when you need to look up or out the side. Most people at first require a larger deadzone to stay "locked-in" to the sights but eventually you'll want the quick and responsive movement for tracking planes so you might prefer a bit less sensitivity. |
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#8
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the issue being discussed here is about a realistic FOV settings for different screen sizes - NOT about TIR profiles.
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