Voxlap / vxlst3d v.101 and other raycasters (pathtraced voxelstein lol) have nauseating and confusing rendering! :O This is totally unacceptable and destroys immersive gameplay experience! >:(
Proof: http://i225.photobucket.com/albums/dd202/highwingx3/paintingcenter.png looking directly at painting. Object is in center of screen.
http://i225.photobucket.com/albums/dd202/highwingx3/paintingcorner.png looking away from painting. Object is in corner of screen.
This is not how human vision works! :O
Resized and cutout to better illustrate problem: http://i225.photobucket.com/albums/dd202/highwingx3/objectcenterofscreen.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/objectsideofscreen.png
Object must be the same size at all times when viewing it from different angles while standing still. When object is stretched, player is given the illusion that the object has changed its size (which it has not!!) This confuses player and makes him nauseous.
It's not just the physical size/shape of the object, but also the detail of the object that changes.. When object is in center of screen, it is lowres and not very detailed. But when it is in end/corner of screen, it gets highres and more detailed! :O This is not how human vision works! :O object detail should be the same at all times when standing still and be only blurred when out of focus, me thinks..
hansk added fisheye fov to the new voxelstein renderer, but that did not fix the problem; it only distributed the distortion elsewhere..
hansk said
There is no fix to it.
hansk has given up hope.. :'( But I refuse to give up hope! >:( :P
:'(!!1
EDITEDITEDIT we need real-time perspective control that will fix the frames.
Edited by ConsistentCallsign at
Awesoken at
Re: Stretch distortion in Voxlap
Things are supposed to stretch at the edges of the screen. This is to compensate for the fact that the edges of the screen are farther from your eyes than the middle, and also at a smaller angle. I suggest you try my little quiz (requires EVALDRAW to run).
Voxlap, as do most games, assume a flat screen and use a 90 degree field of view from left to right. A 90 degree field of view means that the distance of your eyes to the center of the screen should be equal to half of the width of the screen. In reality, most people sit much farther than this distance. If you want to make it more accurate, you could lower the field of view. The problem is most people are used to a 90 degree field of view. You could always make fov an option for those who wish to handicap themselves.
Redeemer at
When sitting from your computer at a distance of 1-2 feet, you should really only have a 60 degree field of view on your screen. But 3D games are usually designed to have a 90 degree FOV anyway, simply because it allows you to see more objects on screen at once. It also helps hide the feeling that your monitor is just a small window into a 3D world.
ConsistentCallsign at
Human fov is not 90 degrees. 90 degrees is claustrophobic tunnel vision. Most games use 90 degree fov and lower because it is faster (less polys to render) and has less perspective distortion. As for raycasters.. they probably use 90 degree fov and lower to compensate for low screen and/or raycast resolution, and to reduce distortion of course.
It's very simple.. when you are making a first-person game, you are looking through the eyes of the player (the virtual game character you are in control of) and not your own eyes behind the keyboard! :O
hansk and I use a wide human-like panorama fov, resulting in frames that are pleasing to the eye. It is awesome. You never feel lost / claustrophobic / confused / nauseous when fov is this high because you get a complete overview of your enviroment. Complete control. When fov is low, however, you don't know where you are anymore because everything gets shoved up your face.
But because we use such a high fov.. we get high perspective distortion too.. :(
Edited by ConsistentCallsign at
Scott_AW at
I doubt anyone else will complain, you should do a poll just to be sure.