FOV (Field of View) if you don't have triples, ONE computer screen is just fine

Discussion in 'General Discussion' started by Turtle Power, Jan 22, 2019.

  1. ravey1981

    ravey1981 Well-Known Member Beta tester

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    Then yes your fov in RR should be 0.6x. no idea why the default is 1x. Assume it's so that people with laptops can play at all....

    Remember to reset the seat position in the car. You should just see the a pillar and top of dash in most cars....
     
  2. Turtle Power

    Turtle Power Well-Known Member

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    I am staying with 0.6
    27inch, approx 72cm from my eyes. It seems to be a good balance between the size of the track/s and sense of speed.
     
  3. Tuborg

    Tuborg Well-Known Member

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    Why oh why did i start to fiddle with this... :mad:
     
  4. ravey1981

    ravey1981 Well-Known Member Beta tester

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    Because fiddling is what we do best!! The same reason I've got a bunch of brake parts on my workbench trying to create my perfect brake pedal...with not a great deal of understanding how it's all going to work.... (But it will work)
     
  5. Turtle Power

    Turtle Power Well-Known Member

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    I used to hate fiddling with the setup in games, and now I always do :p
     
  6. Turtle Power

    Turtle Power Well-Known Member

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    My thoughts on the folowing:

    After long hours of experimentation , in Raceroom FOV on a single 27" monitor, eyes distance from the monitor 72cm, is best at 0.6 and seems to be correct.
    At 0.5 is a bit too much and according to the calculator for this application it shows 0.5 . I can NOT agree with this result. As you may know it, the difference between 0.5 and 0.6 is very much noticable.

    As for the 3 screen setup, I am yet to find out hopefully in near future. Its interesting that the project immersion calculator result is 0.6 whilist some other calculators are showing 0.5?
     
  7. Tuborg

    Tuborg Well-Known Member

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    I recommend you to get as close as possible to the screen. I have 55 cm now I will try to make it 50... IMG_20190221_131415.jpg
    If there is room for my fingers :D
     
  8. Turtle Power

    Turtle Power Well-Known Member

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    Cant get any closer
     
  9. Turtle Power

    Turtle Power Well-Known Member

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  10. ravey1981

    ravey1981 Well-Known Member Beta tester

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    I can't try the first one off my phone as it needs flash. They should give the same degree of vertical FOV though as it's a very simple calculation. That value then needs to be converted to Raceroom value. Why they can't just use degrees like everyone else god only knows....

    When you say different, how different?
     
  11. RoccoTTS

    RoccoTTS Well-Known Member

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    It only calculates your Horizontal FOV, while in most games you need Vertical FOV.
     
  12. Turtle Power

    Turtle Power Well-Known Member

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    from 0.4- 0.7 which is massive.

    RR fov value converted to degrees multiply with 58
    58 x 0.5 = 29 degree
    58 x 0.6 = 34.8 degree
    58 x 0.7 = 40.6 degree
     
  13. Turtle Power

    Turtle Power Well-Known Member

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    true the calculator below is only for Horizontal?
     

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    Last edited: Feb 22, 2019
  14. RoccoTTS

    RoccoTTS Well-Known Member

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    I didn't see any option to calculate Vertical FOV.
     
  15. ravey1981

    ravey1981 Well-Known Member Beta tester

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    Screenshot_20190222-083819.jpg
    Yeah definitely not right, one must be horizontal. As previously said it's only vertical FOV angle that is needed for raceroom.
     
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  16. Tuborg

    Tuborg Well-Known Member

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    Correct FOV... sorry, fast FOV :D

     
  17. ravey1981

    ravey1981 Well-Known Member Beta tester

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    Looks about right to me, note how his side monitors aren't really showing anything of any use other than showing speed perception. All the actual driving happens on the centre monitor. With a decent sized centre/single screen you should only ever see the top of the dash and the A pillar. You will never see the wing mirror.

    I need to try DR2 now....looks great.
     
  18. Tuborg

    Tuborg Well-Known Member

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    You are probably right i don't know how it should look with triplets, but that pillar really looks distorted and unrealistic long?
     
  19. ravey1981

    ravey1981 Well-Known Member Beta tester

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    It's hard to say without knowing his exact settings. If I were to guess I'd say he's using slightly wider FOV that mathematically correct, and has the in game seat position moved back. If it's anything like dirt rally 1 then I don't think the settings are exact so you can't get it perfect. Sometimes near enough has to do....
     
  20. Turtle Power

    Turtle Power Well-Known Member

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    Just a quick note in case if you didn't know, if you change your fov for example from 1x to 0.6x, it will alter your FFB. In my case luckily managed to get even better overall force feedback by adding different values. (direct drive here). No complaints.

    Force feedback intensity between 60%-70 %
    Steering force intensity of 50%
    Force feedback minimum force 0%
    Understeer 50%
    Vertical Load 50%
    Lateral force 50%
    Steering rack 50%
    Slip effect between 50%-60%
    Engine Vibrations between 50%-60%
    Kirb Vibrations 10%
    Shift effect 50%
    Colission effect 50%
    ....and in the control set, I have FFB steer vibe freq mult="0.4".

    It seems to work very well, easy values, most are set to 50%.

    Dear me, the learning curve is endless, there is always something :eek: