11-16-2006, 10:30 AM,
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rookie1
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Posts: 231
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Perceived speed and field of view
One thing has always bugged me is the perceived speed of the cars in vdrift. The speedo display doesn't match what the player feels. I always feel the car is slower compare to what is shown on the speedo.
Looking through the source code, vdrift is using a field of view of 45 degrees. I've change this to around 60-70 degrees, and it feels much better. Of cause, this is quite subjective. Can anyone help to confirm my finding? (re-compiling of source code is required)
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11-16-2006, 09:34 PM,
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rookie1
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Posts: 231
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The change is in main.cpp. Seach for all instances of gluPerspective() function, and change the first parameter from 45.0f to something like 65.0f. One thing to note is this also makes the chase camera seems falling further behind the car.
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11-17-2006, 05:32 AM,
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rookie1
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Posts: 231
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Skybox rendering is using a separate fov value. There is a gluPerspective() function call in OBJECTS: rawObject() for skybox object, with a fov of 45 degree. I guess change this to the same value as in main.cpp may solve the problem.
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11-17-2006, 08:23 AM,
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rookie1
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Posts: 231
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Is your testing done after changing the skybox fov as well?
fov specified in gluPerspective() is the fov in the vertical direction. This is independent of the aspect ratio. In fact, the 2nd parameter of gluPerspective() is the aspect ratio.
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11-18-2006, 12:21 PM,
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alex25
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joevenzon Wrote:the reason jarama doesn't have that problem is because they didn't tag the skybox as a skybox object (might want to....)
if you do, the hills are too far. i played with it a lot before i decided to have it like this.
--alex--
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02-07-2007, 10:44 PM,
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reece146
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FWIW, I am running full screen 1024x640 (ugh, I really need a new video card) with "wide" set on a 20" Cinema display (16:9). It seems just about perfect from what I can tell.
If I set it to extra wide the fish eye effect comes into play and additionally everything appears "squat".
This is with build 1510 (1511?).
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