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Showing content with the highest reputation on 01/21/2018 in all areas

  1. Just something more obvious I noticed, this is the same thing as hFOV. Trig functions don't always cancel out like this but in this case they do. But this would mean (assuming your math is right) that the true vertical FOV at a given angle distance from the center is true vFOV = vFOV / Θ 79.13/150 isn't 30.22 so I assume you made a typo in the equation somewhere in your post. I doubled checked this by plugging in without simplifying and got the same error. Regardless if I set up an equation to find at what true vFOV the y coordinates intersect for 0° yaw from the center and 75° yaw from the center like so: http://www.wolframalpha.com/input/?i=tan(x°%2F2)%2Fcos(150°%2F2)+%3D+178%2F804+tan(150°%2F2)%2Fcos(0°%2F2) note: tan(arctan(c*tan(Θ))) is the same as c*tan(Θ) Alternatively a version in terms of screen (image) distance: http://www.wolframalpha.com/input/?i=tan(x°%2F2)%2Fcos(arctan(1.0+*+tan(150°%2F2)))+%3D+9%2F16+*+tan(150°%2F2)%2Fcos(0°%2F2) I get a true vFOV of 24.14° at the very edge of that image. Edit: I'm not positive I set the equation up correctly but I think I did. edit 2: okay I'm pretty confident that I did. All that said: If this were true then in this image only the axes of the ADS image would line up with the hipfire image, and then as you got away from the axes it'd stop lining up as much. Now if the crosshair weren't in the center of the screen then 0% wouldn't work because then the zoom ratio wouldn't simply be tan(ads/2)/tan(hip/2). Luckily that isn't the case. As an aside zoom ratio or something is more accurate name than 0% MM because while it is technically what mm is equal to as distance approaches 0, it's more immediately the zoom ratio. The same distortion actually happens on both axes, it's just way less noticeable on the y axis because you very rarely have a vertical FOV of anything higher than 75°. The distortion is more or less aspect ratio independent. We just get more of it on the x axis because our x axis is longer. If you had a 1:1 screen the distortion would be equal on both axes. It's not tied to aspect ratio so much as how much screen you have in a given direction.
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