Planets look oval?

Maybe, now im looking at it, it's not just the planets its everything becoming stretched a little. Maybe the shape of the glass on my helmet is doing it? Lol nice touch if it is!

Did you play with FOV or are on multiple monitors?

Yes I did I moved it back manually to 76, single monitor in 2560 x1440
 
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Maybe, now im looking at it, it's not just the planets its everything becoming stretched a little. Maybe the shape of the glass on my helmet is doing it? Lol nice touch if it is!



Yes I did I moved it back manually to 76, single monitor in 2560 x1440
that might be it. I have mine at 70 as I felt more looked too stretched.
 
Even at moderate FOV values there will be stretching. Also consider the fact that in ED FOV parameter is vertical, not horizontal. So even at 76 vertical it has much higher horizontal value.
 
Your Field of View needs tweaking just a little bit, as FOV increases the world looks deformed the further you look on screen corner, so the oval planets are due to that
 
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With a FOV of 76 you will also notice that the hangar bays look huge.

I do like the explanation you invented for the stretching though! :)
 
Ohh that's a new one for me, I use voice attack atm with astra and that's pretty good too. Only really usable with headphones though, if you try it without there is to much background noise for the mic to handle voice recognition.
 
I understood that it had something to do with the maths in the graphic renditioning. Could be wrong.

Edit: Did a quick search because I'm sure I remembered reading something about this before. Found this - quote from a thread linked below.

The effect isn't down to a desire to simulate the distortion but more a side effect of the bending of the field of view arc on to what is a flat view from the three monitors used.

Cause the programmers can't know what angle you have your side monitors set up at and the normal way is to have them more or less flat ( mine are only 20 degrees offset from the middle one ).

What your looking for is having the three monitors with an angle of something like 45 degrees to each other or greater. Which this would reduce the stretching of the side views it would cause a break of the view between each of the monitors.

As the other posters have said you spend most of your time only really looking at the middle screen. until someone makes a 48x9 curved monitor screen you're not going to have a fix for this unless you get something like the oculus rift.
In this case they are talking about a 3 monitor setup but the point is valid I think. The effect is caused by trying to calculate imaging for what is naturally a curve (your view in a circle around you) and projecting that onto a flat surface that is effectively a line in front of you. As mentioned int he quote, if the monitor was a circle with the correct radius for your view then this distortion would not be present in the projection.

In order to correct it I would imagine that the coders would have to take the calculated projection and then apply some "correcting" maths to work out a modified view for the particular monitor setup you use and of course this would add a huge overhead for what is a small benefit really since we do, generally, focus on what is ahead with perhaps a small extension around that.

Here's the full thread: https://forums.frontier.co.uk/showthread.php?t=15525&highlight=image+stretching
 
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Its FOV. I play with 86 and its really all out of shape. Still dont care because the cockpits look way more like cockpits to me. I sit very close to the screen and default FOV makes little sense then. Took me a while to get used to the fish eye though.
 
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