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https://jciodev.microsoftcrmportals.com/forums/general-discussion/27a93e4a-ab03-ef11-a81c-00224800ef9f
@JoeJ Yeah, for 3D games the fov is probably too small, except maybe if you are sitting really close in front of a large TV. So, when your game is not specifically tailored towards this feature, it is probably a bad experience. I could imagine that if you have a simple game, you could move everything “in front of” the monitor, so you do not use the...
There is ofc. one problem with matching fov. If you have a small display or sit some distance away from it, your in game fov angle becomes too small to play 3D games.So i wonder: Have you tried to increase the angle to see larger scenes? How does it feel?I guess it may just work. But i also did some VR on flat screen experiment. I have rendered two...
@JoeJ Just noticed that I failed to reply and commented instead, so you can find my reply down below :D
Thank you very much! That's actually the direction I want to go, basically doing egocentric projection using eye tracking. Then you can control the application as usual using mouse/keyboard but you can also do small view adjustments by physically moving your head. Let's see how that goes :D
Ha, awesome :DI would love to see an eye tracker on every display. We would get a second mouse for input, e.g. to decouple aiming from looking / movement directions. We could do foveated rendering to lower power and HW costs. But i did not think of matching fov to the real world player as well.
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