February 10, 20215 yr Is there an actual FOV angle specification? I can't find one. Is the zoom quantity just a linear magnification factor or is it the tangent of the half angle between the edges of the viewing window plane and the distance from the view window to the viewpoint? i.e. if the distance from your head to the centre of the screen is the same as the distance from the screen centre to the left or right edge of the viewing window, then the field of view would be Ω/2 = 45°, Ω = 2 x 45° = 90°, tan(Ω/2) = 0.7071. Edited February 11, 20215 yr by TallTanBarbie
February 11, 20215 yr I'm not sure it's quite as straightforward as that - I know that the FOV calculation is different depending on whether you have WideViewAspect enabled or not, and zoom works differently in each case. In P3D 3.3 and above, if you were to create a ViewGroup (but with a single display) then you could set the horizontal and vertical FOVs directly and the zoom will adjust to fit. Temporary sim: 9700K @ 5GHz, 2TB NVMe SSD, RTX 3080Ti, MSFS + SPAD.NeXT
February 11, 20215 yr Author 4 hours ago, neilhewitt said: I'm not sure it's quite as straightforward as that - I know that the FOV calculation is different depending on whether you have WideViewAspect enabled or not, and zoom works differently in each case. In P3D 3.3 and above, if you were to create a ViewGroup (but with a single display) then you could set the horizontal and vertical FOVs directly and the zoom will adjust to fit. I'm using P3Dv5.1 and have WideViewAspect enabled. X-Plane has a direct FOV angle setting but I can't find anything like that in the P3D config file. I just use the sim to display the outside world if I'm not using VR and have a separate instrument panel display, so I want the FOV on the view plane window (i.e. the computer display) to correspond with the distance from my head to the screen.
February 11, 20215 yr Try Managing Cameras inside P3D when it’s running. You can create your own camera view : x y z p b h zoom + camera features like WidevieW correction 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
February 11, 20215 yr According to Calclassic, in FS9, for a 4:3 monitor, the value was 0.8 radians (45.8º approx) of horizontal FOV and 0.6 rad (34.3º) of vertical FOV for a zoom value of 1.0. A zoom value of 0.5 would duplicate these FOVs. Source: http://calclassic.com/sci_tutorial/index.html For FSX/P3D with WideViewAspect=False, everything would be the same. If I understand correctly, for FSX/P3D with WideViewAspect=True, the vertical FOV would be kept at 0.6 rad (for zoom=1.0) and the horizontal would be expanded to whatever the aspect ratio of the monitor allows to. In a 16:9 monitor, it would be 0.8 rad x (16/9)/(4/3) = 1.07 rad = 61.1º 21 hours ago, TallTanBarbie said: Is there an actual FOV angle specification? If you want to be realistic, you'll need to get the physical FOV (you already did so in your post) and try to match the FOV in the sim with the actual one. You'll see now why people here like to buy big monitors for FS. In my case, I can't do much with my 15.6" laptop display hehehe Edited February 11, 20215 yr by Luis Hernandez Best regards,Luis Hernández Main rig: self built, AMD Ryzen 7 5700X3D (with SMT off and CO -50 mV), 2x16 GB DDR4-3200 RAM, Nvidia RTX 5060Ti 16GB, 256 GB M.2 SSD (OS+apps) + 2x1 TB SATA III SSD (sims) + 1 TB 7200 rpm HDD (storage), ID-Cooling SE-224-XTS air cooler, Viewsonic VX2458-MHD 1920x1080@120-144 Hz (G-sync compatible), Windows 11. Running P3D v5.4 (with v4.5 scenery objects as an additional library, just in case), FSX-SE, MSFS2020, MSFS2024 and even FS9! Lossless Scaling for all my sims. What a godsend...Mobile rig: ASUS Zenbook UM425QA (AMD Ryzen 7 5800H APU @3.2 GHz and boost disabled, 1 TB M.2 SSD, 16 GB RAM, Windows 11 Pro). Running FS9 there .VKB Gladiator NXT Premium Left + GNX THQ as primary controllers. Xbox Series X|S wireless controller as standby/mobile.
February 13, 20215 yr Author On 2/11/2021 at 2:53 PM, Luis Hernandez said: According to Calclassic, in FS9, for a 4:3 monitor, the value was 0.8 radians (45.8º approx) of horizontal FOV and 0.6 rad (34.3º) of vertical FOV for a zoom value of 1.0. A zoom value of 0.5 would duplicate these FOVs. Source: http://calclassic.com/sci_tutorial/index.html For FSX/P3D with WideViewAspect=False, everything would be the same. If I understand correctly, for FSX/P3D with WideViewAspect=True, the vertical FOV would be kept at 0.6 rad (for zoom=1.0) and the horizontal would be expanded to whatever the aspect ratio of the monitor allows to. In a 16:9 monitor, it would be 0.8 rad x (16/9)/(4/3) = 1.07 rad = 61.1º If you want to be realistic, you'll need to get the physical FOV (you already did so in your post) and try to match the FOV in the sim with the actual one. You'll see now why people here like to buy big monitors for FS. In my case, I can't do much with my 15.6" laptop display hehehe Wow...this is interesting. Thanks.
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