dinex86 / fov-calculator Goto Github PK
View Code? Open in Web Editor NEWA simple and lightweight 'Field of View' calculator for modern racing simulations.
Home Page: https://dinex86.github.io/FOV-Calculator/
License: MIT License
A simple and lightweight 'Field of View' calculator for modern racing simulations.
Home Page: https://dinex86.github.io/FOV-Calculator/
License: MIT License
Hi @dinex86,
I've the developer of DisplayMagician, a free and open source display manager specially designed for Simracing, and I'd love to use parts of your logic in DisplayMagician (not the code, just the logic). I note you don't have a licence in the github repo, so I wanted to reach out to ask if I could use the logic you have created within DisplayMagician?
I would make sure you are credited in the DisplayMagician README file, and the release notes.
Is that ok?
Thanks
Terry MacDonald
Hey all, I know this calculator hasn't been update in a long while, but I'm hoping someone sees this and can either help with the setup or is more knowledgeable on how the calculations for it would be done? Could we have an option for curved UW screens ? I have 3x 34 inch Samsung Odyssey G5's and I'm not sure if this calculator at the moment would accommodate for the curvature of the display?
Thanks!
base_calc = (needed_vFov_in_degrees - 18)
setting_in_game_result = base_calc + ( math.abs( basecalc ) * 2 )
with this method dont have a negative result when positive value is not negative...
-- example :
if you needed 16 deg vFov
the current calc is :
(16-18) * 2 = -4
or with solution is :
base_calc = 16 - 18
base_calc = -2
setting_in_game_result = (-2 ) + (2 * 2)
setting_in_game_result = (-2 ) + 4
setting_in_game_result = 4 - 2
setting_in_game_result = 2
;)
value = game.min ? Math.max(value, game.min) : value;
That conditional is false when game.min
is 0
which results in it simply returning value
instead of performing the Math.max
operation.
Currently this only affects EA WRC (easily observable by increasing the distance to the screen all the way to the right and watching the EA WRC value go negative).
For the head cam in WRC, you should be able to calculate it by doing (vFov-18)*2
. This is because the slider's description says it goes from 18 degrees at 0 to 68 degrees at 100.
I see that you calculate the angle of triple screens in the code, but don't display this. As your calulated FoV is only correct for the mathematically correct triple angles (Which many don't know and just default to 45°), you should also display those alongside. Also, shouldn't the full width of the monitor be used for this, instead of the display area? At least according to this.
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