![]() The proximity arrows are worthless, they should be removed and replaced with a radar a la GT Sport. The yellow could turn into red when the car behind actually gets an overlap with your car, so you know you shouldn’t turn into it. The proximity arrows can be improved as well. ![]() Unfortunately for me, that means I can’t turn my head when shifting, but it’s better than nothing. Also, most wheels can map their face buttons to turn the camera (Layout 4, I believe?). I find this quite helpful for blind spots. ![]() There is a setting called “Proximity Arrows” which will cause orange arrows to appear around the edges of the screen when a car is close to your own. I agree, single monitor users wont be able to see the mirrors (unless sitting behind a huge monitor, or a ultra-ultrawide).Ģ: Support for and from Crewchief, so you’ll have a spotter. You have absolutely zero peripheral vision, which is realistic, but not condusive to being able to go door to door easily so many cheat the fov even when its adjustable. A 24"-27" monitor when set just behind the wheel is very limited in what it allows you to see. I know many people still dont race with correct fov when on a single monitor even those playing the more serious sims because they dont like being as limited in their view. In my opinion arguments about max possible reality are not allowed as long as we have follow cams, a cam sitting in front of the windscreen with a free floating mirror and more - i am not asking to remove this features but give the same advantages of overview to the onboardcam (as this cam has still the disadvantages of heavy reflections and total unrealistic dirt on the windscreen). Sounds ok what you say here, BUT on a single 27" monitor - tripple monitor setting is not really supported and has extreme disortions - (onboard) in most cases i cant see the mirrors, i cant see whats happening to the right (left) of my car - using a wheel i dont have the option to turn my head (but wasnt able to use this option with gamepad as much as it was needed) so accidents and collisions are inevitable, whit already small adjustments in FoV i can see mirrors and aproaching cars - can avoid collisions. ![]() I use this quotes because they are a 100% true and I cant better describe it as GT speedster did. An incorrect field of view provides the so called “greater sense of speed” only because distances that appear longer are traversed in the same amount of time, tricking your senses and thus defeating any purpose of simulation itself." (gt speedster TUTORIAL: FOV, Triple Screens & Immersion | Reiza Studios Forum) If the FOV is too high, for example, then the straights will look way longer than they are, turns will look less sharp and heights will look shallower. The FOV has many more important implications than people realize, as it directly affects the way depth and height are displayed and perceived. Therefore if your screen real estate and setup configuration allow for it you’ll want to use only a proper FOV. None! To state otherwise is wrong and, frankly, moronic.Ī mathematically correct FOV does never feel off as it does represent exactly what the real world feels and looks like. There is no subjectiveness regarding FOV. Third rule: you do not say it’s about personal preference. The second rule of sim racing is: you do not talk it about it being a matter of opinion. " The first rule of sim racing is: you do not talk about FOV as it being a matter of taste. (gt speedster TUTORIAL: FOV, Triple Screens & Immersion | Reiza Studios Forum) Indeed, and FOV is not a preference, a proper and mathematically correct setup is the Holy Grail of simulation as it allows for the 1:1 correlation between the real world and what can be reproduced and then experienced through the various platforms. An equal FOV for all is the disadvantage of some. I would love to see an adjusable FOV … the game urgently needs a fov slider, because the pc user usually sits much closer to the screen than the console user (I’m sitting 2m in front of a 100 "screen), the steering wheel users are also sitting closer to the monitor than the pad players who usually sitting on the couch.
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