Jaffycake Posted February 7, 2018 Posted February 7, 2018 (edited) A search of the forum gave no official explanation of what Viewspeed is or the difference between v1 and v2. Edited February 7, 2018 by Jaffycake
Wizard DPI Wizard Posted February 7, 2018 Wizard Posted February 7, 2018 Check out the two links on the front page Viewspeed v1 explained - Viewspeed v2 explained In short they aim to be a bit more dynamic then the static Monitor Distance calculations.
WhoCares? Posted February 7, 2018 Posted February 7, 2018 And (correct me if I am wrong) v2 is aspect Ratio independent and v1 is not.
Wizard DPI Wizard Posted February 7, 2018 Wizard Posted February 7, 2018 13 minutes ago, WhoCares? said: And (correct me if I am wrong) v2 is aspect Ratio independent and v1 is not. Indeed. WhoCares? 1
Skwuruhl Posted February 7, 2018 Posted February 7, 2018 For a 16:9 monitor the difference between monitor distance and viewspeed is that monitor distance (at 75%) basically uses the equation arctan(0.75*tan(adsFOV/2)) / arctan(0.75*tan(hipFOV/2)) and Viewspeed uses sin(arctan(9/16*tan(adsFOV/2))) / sin(arctan(9/16*tan(hipFOV/2))) "viewspeed" is just the name given to this method and it was an attempt to match the apparent speed of the entire screen as you turned. In my opinion it uses flawed math to arrive to this equation and it's better to use a monitor distance.
WhoCares? Posted February 7, 2018 Posted February 7, 2018 http://www.wolframalpha.com/input/?i=x%3D90;+y%3D3%2F4;+h%3D1080;+m%3D2400;+w%3D1%2F8;+f%3Darctan(sqrt(2)+y+tan((π+x)%2F360));+d%3Dπ+h%2F(m+w);+d+%2F+f @Skwuruhl What do you think of this formular from drimzi in a mathematically way?
Skwuruhl Posted February 8, 2018 Posted February 8, 2018 57 minutes ago, WhoCares? said: http://www.wolframalpha.com/input/?i=x%3D90;+y%3D3%2F4;+h%3D1080;+m%3D2400;+w%3D1%2F8;+f%3Darctan(sqrt(2)+y+tan((π+x)%2F360));+d%3Dπ+h%2F(m+w);+d+%2F+f @Skwuruhl What do you think of this formular from drimzi in a mathematically way? Idk what that's supposed to be but it's not entirely match distance. Like ultimately what that equation breaks down to is vertical resolution / (DPI * WPS) * pi / arctan( sqrt(2) * tan(vertical fov/2) ) Between zoom levels this means it'll basically be a vertical match of ~141% or ~80% 16:9. But desktop to game it's effectively calculating the cm/360 for 80% match, then dividing that by sqrt(2). Desktop to cm/360 equation is vertical resolution * x / (DPI * WPS) * pi / arctan( x * tan(vertical fov/2) )
Jaffycake Posted February 8, 2018 Author Posted February 8, 2018 (edited) @Skwuruhl I've spent a good hour reading. What would you consider the best setting to get a 2d - 3d match of desktop to game? I use 25% monitor distance right now. Having read the arguments in the viewspeed thread, it seems the opinion is the math is faulty. Do you have any suggestions? Some argue that 0% monitor distance is the best for desktop to 3d game. Edited February 8, 2018 by Jaffycake
WhoCares? Posted February 8, 2018 Posted February 8, 2018 13 hours ago, Skwuruhl said: Idk what that's supposed to be but it's not entirely match distance. Like ultimately what that equation breaks down to is vertical resolution / (DPI * WPS) * pi / arctan( sqrt(2) * tan(vertical fov/2) ) Between zoom levels this means it'll basically be a vertical match of ~141% or ~80% 16:9. But desktop to game it's effectively calculating the cm/360 for 80% match, then dividing that by sqrt(2). Desktop to cm/360 equation is vertical resolution * x / (DPI * WPS) * pi / arctan( x * tan(vertical fov/2) ) I would have quoted the post, but unfortunately all posts from drimzi are gone (at least I cant see them....for all of you too ? ) I just had saved that Formular from Wolfram! Thanks for that explanation tho !
Skwuruhl Posted February 8, 2018 Posted February 8, 2018 8 hours ago, WhoCares? said: I would have quoted the post, but unfortunately all posts from drimzi are gone (at least I cant see them....for all of you too ? ) I just had saved that Formular from Wolfram! Thanks for that explanation tho ! I'd say it's meant to be match distance and they just make a typo and forgot to have the other X in the equation.
Jaffycake Posted February 10, 2018 Author Posted February 10, 2018 @Skwuruhl Hey did you see my question in my last post? I was hoping to get your opinion. I have a great sensitivity on my desktop and I want to translate it into my games as accurately as possible.
Skwuruhl Posted February 11, 2018 Posted February 11, 2018 On 2/8/2018 at 6:44 AM, Jaffycake said: @Skwuruhl I've spent a good hour reading. What would you consider the best setting to get a 2d - 3d match of desktop to game? I use 25% monitor distance right now. Having read the arguments in the viewspeed thread, it seems the opinion is the math is faulty. Do you have any suggestions? Some argue that 0% monitor distance is the best for desktop to 3d game. Nothing is faulty about 25% or match distance in general. Like I prefer 0% but that doesn't make it objectively better. Imo it makes the most sense due to it also scaling by zoom amount but it can still slow ADS for some people.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now