I'm not sure the long-term solution is wrap-around displays; we humans can only see what's in front of our faces, after all. I'm imagining a set-up wearing glasses, combined with head tracking and something like a power glove. Anyone got some grant money? Strap yourself into a harness so you stay in place, and use a big treadmill on a turntable so you actually have to run. There needs to be a scale underneath to measure jumping force. Wait, what's the topic here?
Registered: 05/29/10
Posts: 3512
Loc: The Netherlands
Originally Posted By: Feed
I'm not sure the long-term solution is wrap-around displays; we humans can only see what's in front of our faces, after all.
What FoV do you call "in front of our faces"? Does the size of screen you have in front of you fit that?
You should experience the peripheral vision effect of 3 screens once. Then you'll know what it adds to the sense of speed and the immersion.
Test yourself. Focus on one point (object), extend your arms out to the sides and point the hand up with the palm towards you. Now, as you focus on the one spot, bring one arm forward while opening and closing your hand. Stop when you notice the hand. Do the same for the other arm/hand. You'll see that your FoV with peripheral vision is something like 120-140 degrees.
As a cheap way of adding game immersion, it's only beaten by a TrackIR unit. The price of (y)our dream does require grant money or a win in a lottery.
...your FoV with peripheral vision is something like 120-140 degrees...
I agree.
I measured my Eyefinity setup FoV with a protractor. Depending on where I sit, its 120 to 140 degrees -- according to the protractor.
I tried your "...point the hand up with the palm towards..." experiment -- as I sit here. And, I get pretty much the result you predict. My Eyefinity set up nearly fills my FoV.
In use, I move my head right and left. My focus is so on the screens that I don't feel I am missing anything.
FWIW, I just installed Fallout New Vegas. One has to go to the .ini file and change the resolution manually to 5760x1200 (in my case). Also, one has to change the .ini FoV parameters to what looks good (in the eye of the beholder). Right now I'm set at 100 degrees. I find that the computer terminal sessions overfill the screen vertically -- so that one cannot proceed. I'll see if I can change that using the GECK (Fallout NV requires its own GECK NV program). In the mean time, in-game I'm specializing in Lockpicking (which also overfills the screen vertically but is usable) -- often, that is enough to get into a safe or past a door.
Interestingly, the .ini file has an Eyefinity = 0 or 1 setting -- which was set to 1. However, that did not cause the needed changes to view angles. So, on that basis, FO NV is only partly compatible with Eyefinity -- prior to hacking the .ini file (in Users directory).
Anyhow, I'll be playing FO NV with Eyefinity active.
FO NV is working OK in Eyefinity -- for computer hacking and lock picking. 2D art used in non-in-game background art is distorted. Nonetheless, in-game 3D is OK. Had to set FoV to 180 and duplicate the settings in 3 .ini files -- because FO NV kept overwriting the .ini file used in the game with data from the others (somehow -- I did not work out the details). Also, there is a fix on line to stop FO NV from overwriting in the first place.
For anyone interested, the view in the side monitors is "distorted" a bit more than usual because the FoV is larger than usual (I think). Also, the extra wide FoV means more 3D models have to be handled (all in-game settings maxxed except using 0AA 8AF). This has lead to a slight lack of smoothness in fast moving action. Still OK for me -- but, might bother some (at max settings).
My comment about only being able to see what's in front of your face is exactly that - you don't need a view that wraps all the way around your head. I do use 3 monitors (and TIR), and am well aware of the benefits that setup provides. Filling peripheral vision is excellent. Asking your computer to render things that you cannot see (like a full 360-degree view) is rather pointless. Even if an argument can be made that then you could turn your head to look wherever you wanted, I'd still want something tracking my head, so that unnecessary data (beyond my current FOV) could be left unrendered, saving valuable processor time.
For a very good exploration (and some simple diagrams), see Hans Krohn's simpit build, and his discussion of matching in-game FOV to the 'viewport' offered by your monitor. It's quite simple to calculate what portion of the 'world' you're able to see through your monitor 'window'.
Registered: 05/29/10
Posts: 3512
Loc: The Netherlands
Haven't read it but what you said makes sense. Make the computer track your view and compute what's in that 140 degree field of view. Render the 70° highly detailed, the poly models and textures outside the 70° to 140° low poly and low res... outside that field, even lower. Too bad you'd have to track head and eye.
TrackIR use should have made you aware, that you use TrackIR for changing the displayed view and use your eyes to cover the rest of the distance. With 3 screens, you just have the benefit to tune the TrackIR sensitivity down.
Yes indeed - that's exactly how I use it ... 3 screens, nice. TIR, nice. 3 screens with TIR, even better! But it's still not quite the same, since you still don't truly have the head+eyes range that you have IRL. That's why I believe the next real revolution will come with head mounted displays (which could capture the entire FOV possible for your eyes, and head tracking as well (that would specify the limits for the screen rendering. I'm not saying the current wearable displays are there, by any means. I'm just saying that head tracking + wearable displays would be ideal, all the way around. True depth perception? Check. Freedom to turn your head to look in whichever direction you choose? Check. Ability to focus on a single point within your current FOV (movin yer eyeballs)? Check. Add to this a non-descript cockpit mockup with completely non-functioning switch levers and dial knobs, along with a glove with tracking markers (and possibly force sensors, if you really want to do it right), and you have VR, complete with tactile feedback. You look down at a panel, and you see the computer rendering complete with textures. Your hand reaches out and feels the switch, pushes it toward "on", and the sim responds. No harm in dreaming, right?