Hi there, I’ve taken a look at the FOV calculators online and input my data: 57” diagonal (32:9) 55cm from eyes 1000R curve They’re telling me ~127 degrees but in game there is a fisheye view and even the center of the screen looks warped. Is this due to the lack of projection correction in the game, or am I interpreting the FOV calculators incorrectly? I’ve noticed each calculator recommended: a Google Sheets spreadsheet, dinex86 and andystoica’s all have slightly varied results as well which has me questioning their validity. Is there a recommended calculator for 32:9 curved screens? Thanks!
Dinex is recommended, yes. 127 is correct. 57 is an enormous single screen monitor. Then you will experience some sort of fish eye in some of the corners, yes. Alternavively you can sell the monitor and go triple screen. Then use the ingame triple screen-menu. Some users like you, and me, have reported this issue on large single screen, 34, 49 and 57, so hopefully Reiza tackles it someday. Fingers crossed!
Thank you, much appreciated! It’d be awesome if there was a way to enable triple screen even with the one monitor. I noticed I could do that in some other titles and was able to get a really decent FOV using angle adjustments.
Agreed. Lets hope! 49 and 57 inch single monitors are awesome. I've two cats.. Never unaligned monitors anymore.
It would be fantastic to get projection correctly so people with ultrawide don't get significant distortion the close you get to the edge... like iRacing. It makes the experience a lot more realistic and also great for people that cannot have triple mounted on motion rigs.
Such a large screen is awesome but still not as immersive as a triple screen setup. I went back to triple screens just of that. And because my eyes can’t handle very long sessions in VR anymore due to a condition. But after VR, comes a triple setup for me, and after the triple setup the ultra wide screens. That is personal preference of course.
So from some research and discussions with a display engineer and balancing it with common sense, for any games that do not support projection correction (panini, triple screen projection, etc), it's best to ignore curved figures completely and just go with whatever the flat FOV would be. This ensures the center of the monitor is accurate -- the sides will still be very distorted, but there is no way around this. AMS2 really should have a way to use triple screen projection for ultrawides -- testing out using virtual display adapters to trick it, but so far haven't found a viable workaround yet.
Projection correction would solve the problem. When FOV calculators take the curve into consideration of course you get a much wider fov, however the closer to the center you get then the more off the fov becomes, when not taking the curve into consideration the fov becomes more wrong from the center out. In your case the difference is huge 103 without the curve and 127 with the curve. Perhaps a compromise between the two would be a better solution? Maybe 115. Without the projection correction it is impossible to get a mathematically correct fov.
I would also love to see projection correction. For what it's worth, I also have a 1000R monitor, but I just use the FOV suggested on dinex86 calculator without the curved screen checked, and it feels more normal for me.