The diagram shows the maximum amount of viewable angle a person can see in both the horizontal and vertical. FOV can be measured in two ways, vertically and horizontally. The unit of FOV is degrees and is the angle of viewable space in front of you (See diagram). If you have a really high FOV, perhaps its worthwhile lowering it a tad and seeing if it improves corner exit consistency.Human Maximum Vertical and Horizontal FOV Instead of maybe hitting my target exit speed 2/5 times, I was now hitting it every 4-5/5 times. However, after driving with 47* around a track that I have come to know extremely well, it became apparent that with a lower FOV I could see the detail of the track better and this helped me massively to better gauge and induce the proper amount of rotation required for each corner. Point of my story is that I thought having a higher FOV would only be of benefit. So I tried to find a comfortable compromise and for me that was 47*. 23* was great for seeing the detail but just wouldn't cut it in a race when you already have such large blind spots, lol. My physical steering wheel was near perfectly overlapping the virtual wheel, thought that was pretty cool. Letter-box view lol but the world inside felt more real and to the correct size. With my screen set-up I should be using 23*. I started on 50* then switched to 53* about a month back, until today. Got me thinking about the current FOV was using. As could anyone else (I'd have done this and put it out for community use myself way back in rF1 had I ever been able to get "Blender" built 3DO's into the sim.but it was a hurdle I was never able to overcome). ISI themselves could easily offer such a wireframe model with each mod (or just one mod. of actual objects as represented IN GAME and ONSCREEN. The discussions of screen size and frame size are very useful, as always, but what REALLY matters are those perceived-and measurable-dimensions. As it is now, I've made some guesses from the EVE F1 car* and have come pretty close to what I think is the correct FOV for my own setup.but they are still that-just guesses-until I know the exact size of objects, and distance from those objects (assuming seat position 0,0) as shown IN GAME. lets say again, 1000mm or 1 meter (assuming seat position set to 0,0).I could then easily use that info to correctly set up my cockpit once and for all. If I saw, for example, a pair of vertical lines IN GAME with a known (modeled) in-game dimension between them of 1000 mm (1 meter-and even shown IN GAME as a part of the model itself).and a known "distance" from the supposed viewpoint of. What's more useful.and what WOULD be useful in the game itself would be a simple "cockpit calibration 3DO"-I envision not a car, per se, but instead a simple, wireframe 3DO open model-which I could select in the showroom and then sit "inside of" as with any other car.which would show me/display-to-me known dimensions IN the game, and which could then be used to properly set up FOV and all the rest of the cockpit. But also very hard to measure and relate to the real world as regards the in-game objects.because we don't know all the dimensions (or even ANY of them). This should be calculate-able with the info provided.įOV is an angle. The default setting with the players eyes above center is -0.07. I know since my eyes are lower than the center I have to adjust my OO to +0.5. If the eyes are dead center the center of the monitor an OO of 0.0 sets the view strait ahead. If a larger than normal screen (projector) comes into it then it can be entered manually.Ĥ> It should also calculate you Orientation Offset in radians (I think). Like this.Ģ> Perhaps the monitor can be drag-able to make it taller, farther away and shift it up and down all with accurate readout text boxes showing the settings for finite adjustments and inputs.ģ> Choosing the Monitor sizes and aspects should available in pulldowns with the vertical height put in for you automatically. Things I would like to see in a custom built calculator.ġ> It should show the proper layout. If anyone is willing to code (for a school project?) I thing we can redirect this thread to that purpose. It can't be hard to code a completely unique calculator like this for rFactor.
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