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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  
Old 05-09-2011, 05:25 PM
Kakashi Kakashi is offline
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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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Old 05-09-2011, 06:48 PM
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raaaid raaaid is offline
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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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Old 05-09-2011, 07:25 PM
Kakashi Kakashi is offline
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Originally Posted by raaaid View Post
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
No you can't. your idea to keep the proper field of view, that is through angles from your eyes to the screen, which would generate the in game field of view to be "correct" as you suggested in original posts will HAVE to result in realistic sizes.

Having said that, using 2 different screens (a 17inch diameter one, and a 47inch one) will show a specific object with the EXACT same size on BOTH screens if you maintain the same distance with both screens. You'll just have a VERY RESTRICTED field of view on the 17 inch screen.
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Old 05-09-2011, 07:49 PM
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raaaid raaaid is offline
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yes but pushing a buttom you would switch from realistic size to wide size keeping the effect of varying fov with screen distance in both cases
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Old 05-09-2011, 08:09 PM
Kakashi Kakashi is offline
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yes but pushing a buttom you would switch from realistic size to wide size keeping the effect of varying fov with screen distance in both cases
Well then it seems to me that this specific button would make the whole concept useless now wouldn't it?!
Which brings me back to my first post in this thread:

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Originally Posted by Kakashi View Post
He actually make some sense this time.. Still a useless thread though xD!
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Old 05-09-2011, 08:28 PM
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raaaid raaaid is offline
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you would have the feeling of looking through a virtual window with smalling lens or not
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Old 05-09-2011, 10:10 PM
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squidgyb squidgyb is offline
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I must be getting fluent in raaaidalese or something;

What he means is marrying the two ideas - his original changing of the fov, with the 3D window idea - but having his change of fov as a digital, two setting affair controlled by a button, rather than an axis.

When you pressed the button, it would be a little like a zoom out, and as long as the fov is still "connected" to the head tracking position, the impression of depth and viewing "through a window" would remain, though the fov would be much larger so I'm not sure the illusion would still work properly.
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