Issues with Viewpoint and FOV/warp

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Issues with Viewpoint and FOV/warp

Postby Rift Flyer » Mon Nov 06, 2017 10:19 am

This is something I have mentioned in the past and it has been present since flyinside first started supporting x-plane. The virtual world warps and bends as you move your head. It is most evident on the periphery of the displays with items close to your viewpoint. The door frames in small GA aircraft and helicopters for example. The ground outside the aircraft also appears to be rising away from you rather than flat. It’s as if the aircraft is in a bowl/depression on the ground or the horizon is in the wrong place. Especially evident when looking out to the side.

I have played around with world scale and adjusted the viewpoint a lot to try and get things to look right. From all of that adjusting I’m convinced either the vertical to horizontal FOV ratio is wrong or there is something about how x-plane uses vanishing points which is causing the issue. EDIT: see second post for a possible third cause.

If I adjust world scale to get proper horizontal scale then the vertical scale is off. Adjusting to have vertical exact throws off the horizontal scale. I thought it may have been fixed in the latest release but after further use I see it is still present. Could the FOV overdraw percentage be a factor?

Has anyone else noticed the same problem? If you haven’t perhaps don’t look for it. Once you see it you can’t unsee it!
Last edited by Rift Flyer on Mon Nov 06, 2017 10:27 am, edited 1 time in total.
System: Win 10 64bit | i7 7700k @ 5.1ghz | 32gb 3466mhz | Asus Strix 1080ti (388.59)| X-Plane 11.10R3 | FlyinsideXP 1.9
VR: Oculus Rift CV1 | Oculus Touch | Leap
Primary HID: Komodo Simulations cyclic, C-Tek anti torque pedals and collective
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Re: Issues with Viewpoint and FOV/warp

Postby Rift Flyer » Mon Nov 06, 2017 10:25 am

Another way to describe the warping issue could be that the viewpoint is too far in front or behind the point of rotation. So as you look from side to side or up and down items in the periphery bend as they get closer or further away from the centre of your vision. There was an oculus setting back in the early dev kit SDKs for this value if I recall. It accounted for your eyes being further forward than your neck.
System: Win 10 64bit | i7 7700k @ 5.1ghz | 32gb 3466mhz | Asus Strix 1080ti (388.59)| X-Plane 11.10R3 | FlyinsideXP 1.9
VR: Oculus Rift CV1 | Oculus Touch | Leap
Primary HID: Komodo Simulations cyclic, C-Tek anti torque pedals and collective
Rift Flyer
 
Posts: 217
Joined: Sun Oct 09, 2016 12:14 pm

Re: Issues with Viewpoint and FOV/warp

Postby Benforshaw » Fri Dec 08, 2017 7:38 pm

Having a very similar issue post the Xplane 11 update, did you figure out a fix??
CPU Intel i7 7700k - GPU Sapphire RX480 8GB - RAM 16gb DDR4
Mobo MSI Z270M MORTAR - Drive 500GB SSD - OS Win 10 x64 -
Simulator X-Plane v11.10r3 (Build 111014 64-bit) VR HEADSET - Occulus Rift
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Re: Issues with Viewpoint and FOV/warp

Postby Rift Flyer » Sat Dec 09, 2017 3:21 pm

Yes but not completely. I was being greedy with my settings! I think it is tied to FOV overdraw percentage. I had this very high in an effort to compensate for poor framerates which were causing black borders on the edge of the FOV. I lowered my oversampling resolution to second from highest and returned FOV overdraw to 125% and the issue is not nearly as pronounced.
System: Win 10 64bit | i7 7700k @ 5.1ghz | 32gb 3466mhz | Asus Strix 1080ti (388.59)| X-Plane 11.10R3 | FlyinsideXP 1.9
VR: Oculus Rift CV1 | Oculus Touch | Leap
Primary HID: Komodo Simulations cyclic, C-Tek anti torque pedals and collective
Rift Flyer
 
Posts: 217
Joined: Sun Oct 09, 2016 12:14 pm


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