[GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
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- Posts: 142
- Joined: June 14th, 2021, 2:11 am
Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
@NewBeeTrucker - Your physical wheel is fine, I was referring to the in-game wheel. If it's on the right like that even when you center the camera, then there's probably something wrong with the values in the multimon file. I just tested the calculated values in my own game and it looked fine, so maybe you copy pasted something wrong?
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Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
Hi, I changed the eye distance to a lower value and the FOV now looks good for me. See below different multimon config I used to achieved the FOV I want.a1337cookie wrote: ↑March 15th, 2023, 10:42 pm@NewBeeTrucker - Your physical wheel is fine, I was referring to the in-game wheel. If it's on the right like that even when you center the camera, then there's probably something wrong with the values in the multimon file. I just tested the calculated values in my own game and it looked fine, so maybe you copy pasted something wrong?
Perpendicular Eye Distance = 30 Head Offset -30
Note: On this kind of configuration the dashboard of the truck (as reference) looks like it is going upward and it somehow looks not correct... Sorry but I used same captured image here just refer to the green line..see below image
Perpendicular Eye Distance = 30 Head Offset -15SiiNunit
{
multimon_config : _nameless.04A6.56A8 {
normalized_ui_x: 0.000000
normalized_ui_width: 1.000000
monitors: 2
monitors[0]: _nameless.0714.5590
monitors[1]: _nameless.0714.5618
}
monitor_config : _nameless.0714.5590 {
name: center
normalized_x: 0.000000
normalized_y: 0.000000
normalized_width: 0.500000
normalized_height: 1.000000
horizontal_fov_relative_offset: 0.000000
vertical_fov_relative_offset: 0.000000
heading_offset: 0.000000
pitch_offset: 0.000000
roll_offset: 0.000000
camera_space_offset: (0.000000, 0.000000, 0.000000)
horizontal_fov_override: 83.974425
vertical_fov_override: 79.045263
frustum_subrect_x: 0.000000
frustum_subrect_y: 0.000000
frustum_subrect_width: 1.000000
frustum_subrect_height: 0.666667
render_interior: true
render_exterior: true
}
monitor_config : _nameless.0714.5618 {
name: right
normalized_x: 0.500000
normalized_y: 0.000000
normalized_width: 0.500000
normalized_height: 1.000000
horizontal_fov_relative_offset: 0.000000
vertical_fov_relative_offset: 0.000000
heading_offset: -15.000000
pitch_offset: 0.000000
roll_offset: 0.000000
camera_space_offset: (0.000000, 0.000000, 0.000000)
horizontal_fov_override: 127.295145
vertical_fov_override: 68.990822
frustum_subrect_x: 0.628655
frustum_subrect_y: 0.000000
frustum_subrect_width: 0.371345
frustum_subrect_height: 0.666667
render_interior: true
render_exterior: true
}
}
Note: On this kind of configuration the dashboard of the truck (as reference) looks like aligned with the dashboard view of the center monitor... However this is not the correct Monitor angle in real life (i don't know why it looks more proper to me than the correct values of monitor angle) see below image
SiiNunit
{
multimon_config : _nameless.04A6.56A8 {
normalized_ui_x: 0.000000
normalized_ui_width: 1.000000
monitors: 2
monitors[0]: _nameless.0714.5590
monitors[1]: _nameless.0714.5618
}
monitor_config : _nameless.0714.5590 {
name: center
normalized_x: 0.000000
normalized_y: 0.000000
normalized_width: 0.500000
normalized_height: 1.000000
horizontal_fov_relative_offset: 0.000000
vertical_fov_relative_offset: 0.000000
heading_offset: 0.000000
pitch_offset: 0.000000
roll_offset: 0.000000
camera_space_offset: (0.000000, 0.000000, 0.000000)
horizontal_fov_override: 83.974425
vertical_fov_override: 79.045263
frustum_subrect_x: 0.000000
frustum_subrect_y: 0.000000
frustum_subrect_width: 1.000000
frustum_subrect_height: 0.666667
render_interior: true
render_exterior: true
}
monitor_config : _nameless.0714.5618 {
name: right
normalized_x: 0.500000
normalized_y: 0.000000
normalized_width: 0.500000
normalized_height: 1.000000
horizontal_fov_relative_offset: 0.000000
vertical_fov_relative_offset: 0.000000
heading_offset: -30.000000
pitch_offset: 0.000000
roll_offset: 0.000000
camera_space_offset: (0.000000, 0.000000, 0.000000)
horizontal_fov_override: 115.519928
vertical_fov_override: 64.035795
frustum_subrect_x: 0.569762
frustum_subrect_y: 0.000000
frustum_subrect_width: 0.430238
frustum_subrect_height: 0.666667
render_interior: true
render_exterior: true
}
}
Also using the online calculator values and somewhat same from my own values before, I noticed that on the right monitor view (mid to right side) the objects looks stretch and stretched out. Example of this is when there's a vehicle near that side window it looks so near and stretch out and doesn't looks realistic in terms of FOV. But for the left side of my right monitor that connecting to the center monitor the objects somewhat looks correct. see image below. I will try to add more screenshots of this scenario after I finished updating to 1.47
Overall, when Im playig not looking to the 2nd monitor mid to right side part all are good and looks more realistic now. I just can't feel the FOV on the right side monitor, it seems odd and not correct. Maybe you know if this is normal with the calculation or I did something wrong again. Thank you!
Added NVIDIA SURROUND --- BEZEL CORRECTION OFF
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- Posts: 142
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Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
@NewBeeTrucker - The calculated values are only mathematically correct if your setup actually matches what you put into the calculator. So when you reduce eye distance so much without physically moving closer, of course it will look distorted. If you actually move to 30cm distance, it will look correct.
As for a "realistic" view, mathematically correct equals realistic. So what you had before, minus the bezel issue (which seems to be fixed now), was realistic. Decreasing eye distance increases FOV, making it more practical to play, but not more realistic. We just got used to always playing games at unrealistically high FOV, so it's jarring to see what the mathematically correct FOV looks like.
Anyways, it's up to you what you want to aim for. The only ways to increase FOV while staying mathematically accurate are to get closer to your displays, or get bigger displays. If those aren't options, then you'll need to compromise between realism and practicality. More visibility means more distortion, there's no way around it.
As for a "realistic" view, mathematically correct equals realistic. So what you had before, minus the bezel issue (which seems to be fixed now), was realistic. Decreasing eye distance increases FOV, making it more practical to play, but not more realistic. We just got used to always playing games at unrealistically high FOV, so it's jarring to see what the mathematically correct FOV looks like.
Anyways, it's up to you what you want to aim for. The only ways to increase FOV while staying mathematically accurate are to get closer to your displays, or get bigger displays. If those aren't options, then you'll need to compromise between realism and practicality. More visibility means more distortion, there's no way around it.
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Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
a1337cookie wrote: ↑March 16th, 2023, 8:56 pm@NewBeeTrucker - The calculated values are only mathematically correct if your setup actually matches what you put into the calculator. So when you reduce eye distance so much without physically moving closer, of course it will look distorted. If you actually move to 30cm distance, it will look correct.
As for a "realistic" view, mathematically correct equals realistic. So what you had before, minus the bezel issue (which seems to be fixed now), was realistic. Decreasing eye distance increases FOV, making it more practical to play, but not more realistic. We just got used to always playing games at unrealistically high FOV, so it's jarring to see what the mathematically correct FOV looks like.
Anyways, it's up to you what you want to aim for. The only ways to increase FOV while staying mathematically accurate are to get closer to your displays, or get bigger displays. If those aren't options, then you'll need to compromise between realism and practicality. More visibility means more distortion, there's no way around it.
Thank you again for this insights! I totally agree with your comments. Like I said while playing the game and not to paying attention on the right side of my 2nd monitor everything looks good and I'm happy for that :)
Again thank you so much for making my playing experience more fun! I will try to play with different FOV but your calculator really helps a lot and thanks for your effort and sharing it with us!
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Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
Major Update: Added step by step instructions on using my new and improved FOV and multimon settings calculator. I meant to get this out much sooner, but I kept wanting to add more features and stuff, and didn't want to have to keep rewriting the guide. Better a year late than never, I guess?
My other posts have also been updated, hopefully everything is more streamlined now. The dedicated post for the calculator has been converted into documentation, with details on each parameter and the calculation methods used. The mismatched monitors guide has been simplified a lot because of the new calculator features.
Aside from some tweaks here and there, this will probably be the last major update, I'm pretty happy with where it's at now. There have been a lot of changes, so if you find any mistakes, please let me know!
My other posts have also been updated, hopefully everything is more streamlined now. The dedicated post for the calculator has been converted into documentation, with details on each parameter and the calculation methods used. The mismatched monitors guide has been simplified a lot because of the new calculator features.
Aside from some tweaks here and there, this will probably be the last major update, I'm pretty happy with where it's at now. There have been a lot of changes, so if you find any mistakes, please let me know!
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Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
Hey… a theoretical question….. (using the calculator, I set everything perfectly... if I follow it step by step, the end result is excellent. thank you.)
Does the calculator calculate with the base value? with what is in the config file (FOV=50)…. I think this is because if I change this value (if I increase it to 65, the result is a bit more realistic for me) then the image will be messed up. Is it possible to somehow change this default value (50) in the calculator?
Does the calculator calculate with the base value? with what is in the config file (FOV=50)…. I think this is because if I change this value (if I increase it to 65, the result is a bit more realistic for me) then the image will be messed up. Is it possible to somehow change this default value (50) in the calculator?
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- Joined: June 14th, 2021, 2:11 am
Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
@senkialfonz711 - The calculations are not based on any default value, it's purely based on the physical measurements you enter. Do you see a difference when changing FOV in config.cfg? The multimon file should override the FOV whenever you have anything in horizontal or vertical_fov_override. Even the zoom function should be disabled.
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Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
well... maybe I looked at something wrong... I won't be at my computer for a few days... I'll check again... thanks anyway
Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
Dear All, i need help about setting my duel monitor for ets2. I have watched so many videos on youtube but not suitable for me
My monitors are 720p resolution 19inch
You can see a reference picture, right mirror is not over zoomed, but mine left right monitor is like more over zoomed.
Help me to make a perfect duel monitor setup
My monitors are 720p resolution 19inch
You can see a reference picture, right mirror is not over zoomed, but mine left right monitor is like more over zoomed.
Help me to make a perfect duel monitor setup
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- Posts: 142
- Joined: June 14th, 2021, 2:11 am
Re: [GUIDE] Finding the Mathematically Correct FOV & Multimon Settings For ANY Monitor Setup
@Mahfuz25 - Are you saying you don't like how zoomed in your current view is? Your monitors are quite small unfortunately, so if you want to maintain mathematical accuracy, it's either narrow FOV or very short eye distance. You would need to get larger screens if you wanted a better view. Read the FAQ in this guide for more info.
The reference setup (second picture) is not using mathematically correct settings, it's just a normal multimon setup. Comparatively, the FOV is too high and the side monitor angle doesn't match. It looks less realistic, but is more practical for gameplay. If that is what you want, don't use my calculator and just download the dual monitor multimon file. Adjust FOV in-game until you're happy.
There's no magical perfect FOV setting that looks realistic and lets you see everything. You have to decide whether realism or practicality is more important to you. A mathematically correct FOV is maximum realism, but may be impractical. There are various ways to make things more practical, but if it's not enough, then you'll have to give up realism.
The reference setup (second picture) is not using mathematically correct settings, it's just a normal multimon setup. Comparatively, the FOV is too high and the side monitor angle doesn't match. It looks less realistic, but is more practical for gameplay. If that is what you want, don't use my calculator and just download the dual monitor multimon file. Adjust FOV in-game until you're happy.
There's no magical perfect FOV setting that looks realistic and lets you see everything. You have to decide whether realism or practicality is more important to you. A mathematically correct FOV is maximum realism, but may be impractical. There are various ways to make things more practical, but if it's not enough, then you'll have to give up realism.