I'm always happy to link good work from others under my videos when it fits the context. After all, we're in the same boat and a little crosspromo helps everybody :-) And of course, I'm a fan of yours, too! ;)
@@TheSimChannel your camera position is wrong. You need to set camera almost to dashcam to have really the good FOV & realistic positioning. Doesnt make sense you have your wheel infront of you and on screen too. Screen position related to you is where camera needs to be in game. Got a 50" screen right infront of wheelbase and helped a ton to adjust camera to the position where my screen actually stands. Still: A real good video
For me, I think it's all just personal preference. I have a full rig setup, and I always use the front bumper view. That's always what I found to be the most comfortable.
FOV police noooooooo. There are so many keyboard warriors already. most online content you just see screen capture with no relation to the users distance to screen. Then it is impossible to know its their FOV is correct or not. Other than that I loved this vid, im setting up acc now as it the only game i struggle to run in VR. I really learnt a lot. Im going to check out more of your channel
Good video.👍 Perhaps a little bit overkill on the calculation side. However ... it can't hurt to get some inside look behind all the available FOV calculators.😉 But i absolutely agree that FOV is a very important setting. We (Simracers) want realism in many areas (physics, FBB, tracks, etc.). But it's kinda paradox driving on a laserscanned track, which looks nowhere near the real track, because of a distorted fisheye-lens FOV.
Great!!! Extraordinary the math... just perfect!!! Love when everything has its scientific baseline, this makes all things more real (and that's the idea of a sim or not? otherwise just go with need for speed...hahaha) But, on PC2... how do I identificate de ideal height of the seat? just feeling? any clue or recommendation?
Calculating the FOV is easy by making the in game steering wheel match the size of your sim wheel (with ballpark adjustments). My sim wheel is 27inch. The in game wheel is probably 30inch, so I adjust the FOV until the in game wheel is slightly bigger than my sim wheel from my normal seated perspective. Head tracking makes the experience complete with all that crazy expensive VR garb.
@@ErnieGaming When in your actual rig seating position, matching up the steering wheels (or using a tape measure for the size of the virtual wheel) will always give you the correct FoV. By that I mean the setting of the virtual seating position will be dimensionally the same as the real one...which would give you the most realistic perspective.
@@alphalobster8021 thank you for showing all the brainiacs that there is a very quick and SIMPLE way of setting your fov extremely close to reality without having to pain through so much of their all holy math. Real world solutions to overly complicated math problems! 😏🏆
Great Video very well made and researched :) using the wrong fov was the first big thing i did wrong in sim racing, but as soon as i set it correctly, times got way better and overall games feel just better even tho i can only run something about 25° because im playing on an 27 inch monitor as close as possible to me so i have to set the camera distance very high to get at least some immersion but it gets the job done :)
You CAN have it all at once, its called a Barco Reality 909 CRT projector. Absolute zero input lag, pixel perfect at any resolution, curved with faultless geometry, and as big as you can fit in your room.
How about camera placement? Instead of increasing FOV, why not move the camera backwards? Same with camera hight. My screen is higher than my wheel, so moving the camera higher would make sense.
Absolutely ridiculous!!!!!! (not the logic behind FOV, but the way some people consider themselves to be the"FOV Police"). These are video games we are talking about here. There is no "right" or "wrong" way. Set your damn FOV in a way that makes the game the most enjoyable for you.
Hello, excellent video! I have a question, why are you setting 4° pitch if calculation was almost 0° ? I have a 24´´ at 60cm from me and trying to move from wrong (default) 56° FOV in AC to suggested (vFOV) 28° and it's really REALLY difficult :( Thank you if you answer me..and, you have a new subscriber :)
the calculatioin is about the horizon relative to your eyes. I set the pitch to whatever it needs to be to get the horizon on eye-level. it adjusts for the position (height) of the screen relative to your eyes.
oh and 24" is just really small, I would probably go with a "too wide" FOV in that case. it's not ideal, but probably better than not seeing the apex at all ;-)
@@TheSimChannel Thank you so much for answering me :) . Does it make sense to use a "not that wide" fov? I mean I'm using default (56°) and i'm thinking of lowering to something like 42° or something. Is 42° better than 56° if I assume I cannot use real 1:1 FOV? Will it help once I get a bigger screen to adjust myself from 42° to real rather than from 56° to real? Or it does not work like this? Thanks :)
@@MauroEchevarria how well you will adjust to a bigger screen shouldn't be a concern for now. with your current setup, I'd go with the lowest FOV number that still lets you see the apexes early enough. 42 sounds reasonable, maybe even a bit lower, but 28 seems too low. just set it up, give yourself 10-15 minutes of driving with each new setting to adjust for a different sense of speed, and stay with what feels best to you.
Why do we even use cockpit view in sim racing? In a game, if we don’t have real world constraints, then why not use that as an advantage to make up for the small monitors we use (relative to real world). Why not put the camera above the hood? From the cockpit, 75% of the screen is made useless by the dash and A Pillar. It’s complete nonsense. In “Eleven”, a VR table tennis simulator, you can spawn a new ball into your hand using a button, eliminating the worst aspect of real life table tennis: fetching the ball between play.
Have you looked into anti-distortion tech in games? ACC and PC2 have it for example. Usually FOV changes introduce pincussion or barrel distortion. ACC's correction also seems to make the track quite a bit narrower at the same FOV when compared to AC without correction (I have not done any measuring myself).
Doubt it matters to much imo. Can just set into where you can see, I.e where is comfortable to that person.Dont need to go to all that trouble really. David perell does the same.
always nice when the only actual simulator on consoles (acc) doesn't even let you change your camera setting unless you own a pc. like seriously who decided this was a good idea
Really like this video. I have been on the FOV Police for a while and constantly see sim racers using the incorrect FOV. I even see Sim Racing Simulator companies that have no clue about FOV and just use massive screens that are 5-8 feet away from the drivers head with completely the wrong settings.
My ideal FoV is 56°, and in games las AC or Raceroom it looks very good, but in iRacing is something strange. Although the iRacing FoV calculator says that 56° is my ideal FoV in the game doesn't feel like other games, it's too zoomed. In conclusion this is my personal equivalence of FoV: • iRacing 56° = - than 56° in other games • iRacing 90° = ( more or less) 56° in other games.
That's because iRacing uses the horizontal FOV, while the others use the vertical FOV. If your correct vertical FOV is 56°, you're sitting really close to a really big screen (e.g. 70cm away from a 60" screen). The horizontal FOV equivalent to that is about 87°.
@@nyoshiako3368 right, I was assuming a 16:9 screen. on a 21:9 the difference between vertical and horizontal FOV are more extreme. Calculate it yourself or use an FOV calculator for horizontal FOV for your correct iRacing FOV. (FYI, based on your numbers, your correct vertical FOV is 25.7°, not 56°. Your correct horizontal FOV is 56.1°, not 90°)
@@1027hristo Im referring to AC [so halved results], I have a 55 inch and I play on around 34-35 degrees FOV. Im more like a meter [90cm] from the screen. If youre playing 60 cm from it, you must have your nose in it :)
Hi, I discovered your channel today and I'm already in love with your charm and knowledge. I want to ask you a question. Don't you find full HD low res for a 60inch pannel? Because one year ago I was racing on a 4k 55 inch and the experience for me was amazing stepping up from a 27 inch monitor, but in the end I sold it because 4k was to much for my pc (could only play assetto on medium and pc2 on low with stutter) and the pannel was low quality (Hitachi) so I had some ghosting that was bad for my eyes. Than I tried vr but I got motion sickness very soon and than now I have 3 27inch curved curved monitor but I can't drive with them, I have too low vertical screen estate and I have to squint my eyes to see even if they are 30cm from my wheel. So now I'm thinking to try again Vr because it was a very wow experience and starting slow to see if my brain adapts to it or buy again a 55 inch and run it a 1080p. Sorry for the long comment ahah
All of that is really a matter of taste. Since I'm used to having a large screen at about a meter away I find small triples up close to feel a little weird/ silly, like the car is really small (even with the correct FOV). But I'm sure if I had to get used to it that feeling would go away eventually. 2k on a 60" at a meter away is certainly on the low side in terms of resolution, but still bearable to me. Had I used 4k on a regular basis before it would probably have trouble getting back into it. My current choice for monitor would be a 49" ultrawide curved display at ~3440x1440. I think that hits a sweet spot for sim racing.
@@TheSimChannel oh well if it's 2k it's not low res as 1080p. I tried 1080p on my 55inch and It was quite bad. Yes I have the same sensation, too low vertical space. A 49inch superultrawide monitor is like 2 27inch put togheter, so it's worse than triple 27 for immersion but you don't have the bezels, but still low vertical screen space. I think I will try again vr and if I'm not faster would 100% buy again a good 55 60 inch tv
@@TheSimChannel I sold my cv1 because it was too blurry, can't see the digital dails on a gt3 car even at maxed out settings. I found a nice Sony 55 inch 4k but at 1440p it would go at 120hz! If I set the fov correctly and then move the virtual seat back to see more of the hood the fov vould be screwed?
I have a big curved 180 degrees screen with 2 projectors. How should I calculate the FOV of this screen;consider it like a triple screen or not ? thanks
For those things you need a special software that takes care of the warping (and partial overlap?). I know these things exist, but I've never used them. I hear they can a bit of a beach to set up though.
@@TheSimChannel I already have warping software (Fly-Elise) in place.It is indeed used to 'warp' the image onto a curved screen and it is not always easy...but it works fine and my Image is super..But I.m trying to find the ideal FOV ....and here I don't know what calculations I should use ...
@@johanduchateau9496 well, if you already know you have 180° degrees of vision horizontally, then that's your horizontal FOV. Just needs to be warped correctly. And for the vertical FOV you would just calculate it fro screen height and distance, like explained in the video :-)
Playing in cockpit view may seems realistic, but comapre to real fov its very claustrophobic unless you have triple monitor. So if game doesnt have an alternative view ill skip it. I play sim games so it can look realistic to me, not to get use to it and be batter. Because if you ask me, most important in sim should be how realistic it looks and feels, and not what is the best way for me to drive it to get batter. You can measure your real fov. Just put a finger from each side of the head, move them forward and see when they starts to show up, and comapre that fov to a fov in your game, and you will see that you play with like 1/3 of your fov. It would be a good option to have in games, that if you dont want to distort the image, that you could sacraface vertical for horizontal fov with black bezels.
Hint... 1st- Set your monitor/tv distance from your eyes as close as the image blends in (if you see the pixels you are to close to your screen) then do the rest...
@@enginefreak93 Ah. HS-8M (predecessor to the HS-8) and I believe this was the stand: www.thomann.de/intl/millenium_bs_1208.htm I have since upgraded to IK Multimedia iLoud MTMs, which are better and smaller, albeit a little more expensive.
mhh that's not a "setup" thing ;-) If you want my take on it: VR isn't yet where I want it to be, and until it is I think those ultrawide curved 49" monitors (or larger) are the best compromise in a display solution for sim racing.
My screen is 22 inch , 16:9 Ratio and the distance from it is 100cm.The calculator result is 15.6 Degrees of FOV. How the hell I will drive like this...I can only see the steering wheel
yeah, it's too small a screen and too far away. imagine it was the window thorugh which you can see the outside world when you're seated in your car. in such cases you're forced to use something wider.
@@Alex_Z95 no your screen isent too small and no its not to far away ffs the general consensus is 45 fov is your absolute min you dont go lower then this ever
Don't get why You set 4 degress in Pitch. Where this 4 degrees is came from? It is obvious not from previous calculations with earth radius... I think to set it right car need to be placed on totally 0 degree flat area (not uphill or downhill) and then you should see horizon in such state... Do you have some sugesstion of such track or mod for assetto corsa that is displaying line of horizon and car angle?
@@its-kapucha just look for a straight that's roughly level, and set the pitch to whatever necesary to get the horizon to eye-level. And then set the camera height so the wheel in game is roughly covered by your wheel (camera height has virtually no influence on the height of the horizon).
As you know this game was launched today for the PS4 and everything is going great except that I can't change the field of view for the cockpit. It seems that for PC it is in the pause menu below options but for the PS4 they seemed to have forgotten about this. Any help you can provide me will be appreciated
Thanks for the video. FOV is very important, of course, but simple to explain and calculate. Horizon is a little bit more difficult, because of the reference. But I didn't find anything about distance, height and pitch to have the most realistic driving position. I.e. maintaining the right FOV, you can move the camera forward - backward, up - down, etc. but I can't find a reference to know if it's OK. Can you help me with that?
thats just the seating position, which can be adjusted in many cars, so there is no generally correct setting. I usually adjust this to get the dashboard to the correct height relative to the steering wheel in my hands. If you have the same size wheel in your hands as in the sim, you can also try to align it such that your physical steering wheel perfectly covers the in-game one from your point of view.
So, as it says for my specs which are 22" monitor and seating about 60cm away from the screen I should put my FoV on 25.7 degrees. When I do that in ACC I literally can't see any road
yes. 22" is tiny. imagine sitting in a car and holding that monitor in front of you at 60cm, acting as a window through which you can see the road and dashboard, and everything around the monitor is blacked out. in those situations I would suggest to go with an "unrealistic" FOV setting that allows you to see enough of the road ;-)
It's just like she said, bigger is better. As long as you don't run out of resolution and your monitor can do your desired refresh rate, of course. But really there's no "too big".
Hey thanks for the informative video. I have a question though, I run triple 32in monitors and have used the FOV calculator, but my dashboard (in ACC especially) seems to be huge. The steering wheel is almost twice the size. Is there something I can do about this?
first of all, make sure you have the same size steering wheel IRL as in the game, so in ACC it's usually around 32cm rims. and then you can virtually move back in ACC to get a greater distance between the camera aner the in-game steering wheel. That *should* do it.
There is no "too big". I used to run 60" at 80cm distance and am now running 49" (G9) at 80cm distance. Resolution can become low if it's not a 4k screen or similar, but there is never a "too big".
@@robcupdr right, so the figure sounds about right (without checking). unfortunately I don't have a PS4, so I don't know hot to set it up there, since AC has a different UI there. Is the FOV range limited?
Correct me if I'm wrong but I think you're overcomplicating the horizon. Yes, most if not all sims/games have the horizon or the driver's head/eyes/seat pointing too downwards towards the ground rather than straight out in front (or thereabouts) but that angle should be purely based on the angle your head/eyes/seat (whatever you want to call it) would be. Remember, the game's view is literally the centre of the eyeballs. The view spawns out from a single point in space and that single point where the camera/seat/eyes/head should be located in the x,y,z axis in the game world should be EXACTLY dead-centre between whereever the human being's eyeballs would be if they were sitting in the game world's virtual car.
Mhh it's about your seating height relative to the screen. If your eyes are at the bottom of the screen, the game's horizon should also be at the bottom as well. And the only way to move the horizon is the camera pitch setting. The elaborate calculation of the eye level is unneccesary of course, was just to drive home the point that it should be set to eye-level.
@@TheSimChannel Nah, it's a misconception that it's about your height relative to the screen. Whatever you see on screen, the car, the environment, the entire virtual world, is being projected outwards from dead-centre of the screen. Therefore dead-centre of the screen needs to be in x,y,z position of wherever your eyes would be if you were sitting in that car in the virtual world. It has nothing to do with where you are sitting in real life, what you see rendered on screen is from one particular perspective regardless where you physically sit in real life. The virtual world is being rendered from the in-game driver's point of view therefore the game's rendering point in space (AKA "camera," "view," "seat," "head," "eyes,") needs to be placed in the exact x, y, and z position where your eyes would be if you were virtually placed inside the virtual world/car.
@Spinelli: that’s true, but the problem is the physical position doesn’t always match the digital one. So ideally, one should adjust the screens to match the digital view, but given a certain physical position of a rig one sets the digital horizon to eye-level in the sim. For triples it works a bit different than shown in this video, for example RaceRoom let’s one adjust the whole triple screen view downwards or upwards. ‘Pitch’ is an angle in AC, it does not adjust the position of the horizon. I had this set wrongly in RF2, I’m glad I saw this video, because even with a correct angle of view I couldn’t see large parts of the cars interior. It now feels much more like I’m in the car, just by setting the horizon at eye-level.
@@Excelbrains I'm not sure what you mean by "digital horizon." I'm assuming that's the same thing as the seat setting. As Vince mentioned, it honestly doesn't matter where you're sitting in real life. Remember, what's being displayed on the screen is the world coming from the eyes/eye of a single point which expands outwards, just like an eye, just like a lense. If you have a rendered image on your screen from any point other than the point your eyes would be at if you were sitting in the car's game then that's not the rendered image of the driver and you're therefore not looking through the eyes of a driver sitting in that exact car. It doesn't matter what your cockpit in your room is like or where your wheel is relative to your monitors or where your head is or anything. There is only 1 truly realistic view and that is to have the game's viewpoint situated exactly where your eyeballs would be if you were sitting in that car - this means putting the dead-centre point of your monitor exactly where your eye would be if you were actually sitting in the game's car. Anything other than that means that what you're seeing on-screen is not an image from the perspective of the driver's eye...where you sit in real-life or objects in real-life are irrelevant and don't affect what's rendered on-screen.
@@TheSimChannel That cool mate , it just looks pretty nice and smooth and just wondered seeing as you have a 4k TV how you were running it . Edit , i just googled your screen , its 1080p , my bad :)
So the value you have to use is twice as it is said by all the fov calculators?!.? At least this looks good for me and I have calculated it myself with your triangles shown in the video. There you wrote 2xalpha is fov. I am a bit confused.
Take a look at the figures. At the point where you have to multiply alpha by 2, the alpha in the figure is only half of the total angle you're looking for. you can also compare the value you got with the table I provided, or with any of the fov calculators ;-)
@@StintStier yes, I'm not sure where there's any ambiguity...? the figure shows that half of the viewing angle is alpha, so 2x alpha is the full viewing angle.
@@TheSimChannel Thanks again. The problem was that I have calculated it myself and got 40 (2xalpha), but all the fov calculator sites tell me with my measures only the half value (20 for also 2xalpha). And no, I am not a troll. 🙈 Anyway, I will stuck with my self calculated value, this looks fine for me. Thanks.
didn't like it enough in the CV1 era, will have to check again with a next gen HMD. Also I currently don't have money left over for it, and so many things on my list ;-)
@@TheSimChannel I use a Rift S after having the CV1 and it is a big step forward for me. I would suggest giving it a go and the clarity is significantly better. Thanks for your videos, I have a DD2 and they informed my decision and have been very helpful
@@VMVarga-yf6eg Hello! Why you think the rift S are better than the CV1. I was thinking in buying a mint condition in ebay.. prices are quite attractive (I have never tried one of those)
@@rolandofuentes6444 Essentially the low resolution on the CV1 / Vive made that generation more of a party trick than an always-on solution for me. Ideally I'd like high resolution, inside-out tracking and an affordable price in one unit. I'm sure sooner or later I'll get that, just not quite yet ;-)
I don't like camera movements much, as I find it weird when the dashboard moves relative to my wheel. But I usually put in just a little bit to be able to better judge braking.
@@TheSimChannel Thanks mate , i agree on the movement thing ! Have you seen the amount of movement SRG uses ? Looks totally weird but may help as he uses motion .
@2ndLastJedi I think in a motion rig with fixed screens (not attached to the motion platform) the motion of the dashboard should ideally be set up to match the motion of the rig. But I don't think that's an option in any sim. The next best thing would be to attach the screens to the motion rig and disable all dashboard motion. In the end it's a matter of taste though. Berry also likes iRacing and Sebring more than anything in the world, which I wouldn't necessarily agree with either ;-) But yeah, just goes to show it's fine to bring in your own taste, and there isn't a single solution thats best for everybody.
I am sitting in front of a 55 inch 4k TV about 80cm away. In most games I can set my calculated fov pretty high 👌 for example project cars 2 is about 75 degrees 😏
get the screen closer, get a larger screen, triples, vr, or... well, yeah, widen it a little so you can see what you need to see ;-) if your screen is too small or too far away there's nothing you can do really.