- #Fov calculator assetto corsa competizione 1080p#
- #Fov calculator assetto corsa competizione install#
- #Fov calculator assetto corsa competizione simulator#
You should not see the wheel, or most of the dash in the sim because your wheel/dash are right in front of you in real life.
Your wheel/wheelbase should be located where it would be relative to your point of view within the car. Originally posted by sp1d3_r:My advice? Forget the math.
#Fov calculator assetto corsa competizione simulator#
It's ceased to feel like I'm driving in a video game, and started to feel like an actual simulator cockpit. This is how I've achieved the highest level of immersion with my 49" super-ultra-wide. Just imagine that you're actually sitting in the car and that your wheel is the actual wheel in the car, and that you need to use your actual rear view mirrors with the correct angles, and then start tweaking the camera settings.
Now, the monitor should be almost at the front end of your wheelbase, so that the dash in the sim lines up to where your wheel is in real life, if that makes sense. your POV in the sim should be similar to what your POV would be if your real head were located in the 'real' car). Now that you have that sorted, your POV within the sim should be such that you can see out of the rear-view mirrors (in the sim) with the correct angle (i.e. Otherwise, I would suggest adding TrackIR5 with a minimal vertical/ horizontal custom profile which will allow you control your look to dash, mirrors, and apex ( also sense of speed, it works better than a lot of people give credit for.as long as you're not a total "Bobblehead").My advice? Forget the math.
#Fov calculator assetto corsa competizione install#
I would suggest if your not going to install "real triples", then VR is your best bet if you can "stomach" some of its short comings. If you stop and think about how you drive in real life, in almost all cars, you cannot see your mirrors unless you turn your head/eyes to look (unless you are driving from the back seat). None of the "super-ultra-wide" monitor are large enough and curved enough to accomplish this (they are still basically "flat"). Which is what true triple screens try to accomplish by having the side monitors end at 90 degrees either side of your head for 180 wrap around for you to look to. Having a "wider field of view" may appear to give you a sense of speed, since in a real car it is your peripheral vision is telling you more how rapidly you are passing an object (if you are looking "straight ahead" concentrating on the road objects do appear to move rather slowly. This important.Īssuming Cockpit/Helmet view, your setting of 34 degrees is correct.
#Fov calculator assetto corsa competizione 1080p#
Moreover, your curve monitor just such as two 1080p screen, the horizontal field never longer than tripe screen. (when 22inch LCD screen and this 50cm far away from your eyes.) Some tool for calculate FOV for fixed screen, this is fool, this never give you real feel and limited your view in small monitor. Means Screen Dpi is wrong, This moment edit FOV for zoom.įOV in real actual acting like Magnifying glass or lens. if everything on position and still not same scale. If you need your steering wheel is fit your real sight and Game screen, move your screen physically and adjust in game seat position.
remain screen left side could see the mirror, and just touch A-pillar. If the FOV degree are small, would make thing "move slowly" since everything scale are "Zoomed in" in perspective. Set 90 on your curve monitor is meansless. If limited like 40 degree, such as your head and eye is fixed by screw. Game engine FOV standard always measure as mono eye camera in 4:3 or 16:9 "Need more information" or just "Need Everything are fit"įOV means your how much degree you could see on your montier edge. So in order to force ACC to visualize horizontal real 105 degrees I calculate that vFOV in game should be 40 degrees.Įdit: attaching my excel file for calculating curved fovs - fov.zip I think that it is more important to have matching (realistic) horizontal view than vertical. In other words I am "loosing" 10 degrees horizontal view. So I have correct vfov but incorrect hfov. ACC does not know (I guess) that my monitor is curved and if I put vfov 34 it will render horizotal view 95 degrees.
I will not go into formulas and calculations, but directly the results:Ĭalculated hFOV = 104.85 degree - it is the real view taking in consideration the curvatureĬalculated hFOVunfold = 94.78 degree - it is the value if the monitor is not curvedĪCC is using vertical fov. Screen curved width XL = 1196mm (actually the aspect 32:9 is the XL:Y) In my case I have 49" Samsung 32:9 1800mm curvature. I have been thinking which method is more correct for calculating FOV for curved monitor.