Quote:
Originally Posted by raaaid
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
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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

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