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  1. Crickets... Oh well, I'll go deeper. That should make things much worse. XD First, more food for thought. Do the lines appear to change in length? Some will say it looks like they are, some will say they don't. Last post, I wrapped up by talking about the amount of distortion at our two FOV's... In other threads, up until this day, there has been debate about which FOV should be the basis for the formula - vertical or horizontal. Over in the https://www.mouse-sensitivity.com/forum/topic/720-viewspeed-reworked/ thread, it was pointed out that the projection has the effect of using a set VFOV, and then 'filling out' the horizontal plane, to fill our monitor. This could imply that we should be using the VFOV, since HFOV varies with monitor aspect ratio. This makes sense, seeing as movement from one point to another that is within the VFOV limits, even in the horizontal plane of the world, should require the same amount of movement of the mouse, regardless of how much peripheral vision extends to the sides of the monitor - in other words, given the same VFOV setting, aiming 1cm to the left should feel the same no matter if we have a 16:9 or a 21:9 or a 32:9 monitor ... But that assumes a positive aspect ratio (monitor wider than tall). What if we consider the centre monitor in one of those cool triple-vertical-monitor setups? Better yet, what if we are in an aircraft/spacecraft, and roll it to the side? Our monitor vertical FOV is now in the horizontal plane of the game world, and vice versa, and the amount of distortion in those planes does not vary. Only the visible amount of distortion in the projection to our monitor varies. So, we can just use the vertical FOV again, since it is always the angle which provides the constant amount of distortion no matter the aspect of our screen. However, if we ignore the distortion in the horizontal aspect of the monitor, we are ignoring the very effects upon our perception which render 0%MM ineffective. Consider the aforementioned effect of the Odessa Steps. This same effect would be just as apparent, if we turn our head to the sides. Then again, if we use the horizontal distortion as a basis, we are now including distortion which is not always visible, and in the most common case of a positive aspect ratio monitor positioned horizontally (read: not a vertical screen or a rolled-sideways spacecraft), this distortion is usually not visible. Indeed, it turns out that this is different for different people. Current studies suggest that the difference is caused by ...wait for it... eye pigmentation. Yep, the colour of your eyes makes a difference here. Does this mean we need some kind of coefficient to allow for blue vs brown vs green eyes? Well, fortunately not. See, the different eye pigmentation does appear to effect our perception of the distortion (see https://en.wikipedia.org/wiki/Müller-Lyer_illusion for more info), and other effects have been cited as the reason for the illusion, but all agree that the perception is uniform in manner. This effect does not vary between vertical and horizontal or any diagonal inbetween. This can be seen in the cool animated image at the top of this post. Whether you see growing/shrinking lines, you'll see the same on all of them. Why is this important? Because it tells us that we do not need to account for the differences in individual perception of the distortion. We need only account for the differences between the distortion in each axis. So, once again, analysis of the sciences tells us that the path to an answer, lies in a ratio between the distortion in each FOV. But to what extent do we measure that FOV? The monitor? A square? the vertical square or the horizontal? Maybe a circle?........ And how do we measure the distortion, since it's not the same all the way to the edges but increases as we diverge from the centre? But that's a topic for another post on another day. I have badguys to pewpew
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