From: Speed D. <no...@so...> - 2011-12-14 16:08:41
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- At present a single OpenGL viewport is used, which has the problem that on very wide screens the items in the perpherial vision are distorted. I'm using a screen size 3840x1024, using the glance left/right I can see that the front wheels of an open-wheeler are getting rendered too large as I 'turn my head'. I believe that this is caused by the single viewport, in that it is a flat plan infront of the camera. When items are drawn they are projected onto this 'screen' and as they are closer they are projected back and enlarged. A solution might be to split the rendering into 3 (or however many) viewports, one for each monitor, where the frustum angle is adjusted to suit the monitor setup. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motorsport Simulator forked from Torcs in order to deliver a better user experience through nicer and more consistent car sets, visually improved tracks and enhanced physics realism. |
From: Speed D. <no...@so...> - 2011-12-24 17:08:08
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): We may be able to use the fixed camera of #517 to implement this.... -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:1> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motorsport Simulator forked from Torcs in order to deliver a better user experience through nicer and more consistent car sets, visually improved tracks and enhanced physics realism. |
From: Speed D. <no...@so...> - 2012-01-09 20:34:53
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): If splitting a wide view into a number of 'split screens', we could/should introduce the idea of distortion and blend masks. That way we could support curved project screens such as: http://www.youtube.com/watch?v=_cyJIGII6JE&list=UUpSdEDGUppf- I8SUMXjPBZQ&index=3&feature=plcp -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:2> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motorsport Simulator forked from Torcs in order to deliver a better user experience through nicer and more consistent car sets, visually improved tracks and enhanced physics realism. |
From: Speed D. <no...@so...> - 2012-01-10 05:31:04
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): attached patch is a basic implementation. It 'steals' the new Fixed/Driver view (F2) when in multi-split screen when the splits are positioned side by side. This will have a weird behaviour if the split screens are not the same driver. However there is definately something funky with the fov calculations, and this means the outside monitors have to be severally angled in to get a good perspective. Ideally we want to be able to specify a radius of the monitor from the user's eyes and have it just work correctly. There is no compensation for bezel thickness at present. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:3> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motorsport Simulator forked from Torcs in order to deliver a better user experience through nicer and more consistent car sets, visually improved tracks and enhanced physics realism. |
From: Speed D. <no...@so...> - 2012-04-12 02:52:37
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): patch applied in r4691, but there is still work to do handling bezel compensation and making view fov calcs properly -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:4> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2012-05-10 06:35:49
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): checked in some more in r4712. If you want to test out the split screen spanning, temporarily enable the monitor menu in: https://sourceforge.net/apps/trac/speed- dreams/browser/trunk/src/modules/userinterface/legacymenu/mainscreens/optionsmenu.cpp?rev=4712#L90 Or add the following section to your '~/.speed-dreams-2/config/graph.xml' file -- <section name="Monitor"> <attstr name="monitor type" val="16by9"/> <attstr name="span splits" val="yes"/> <attnum name="bezel compensation" val="110"/> </section> -- -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:5> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2012-05-11 20:05:19
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): I should also mention that the 'span split' mode only operates when the split screens are vertical splits (ie. for a 3 monitor setup - but can be used on windowed displays for testing). At the moment it is up to the use ensure that the same driver and view/camera is selected for each split screen, otherwise the screen will look very odd. Also if the split are not spanned (which can happen while changing camera) cycle through the arrangements with the '_' key. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:6> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-01 04:45:06
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Checked in some more changes to make the spanning of split screens work better, r5110 and r5111. If you have a multi-monitor please test by setting SD full screen (may need to hand edit width/height in 'screen.xml') and in 'graph.xml' enable spanning with: -- <attstr name="span splits" val="yes"/> -- You should select the number of splits to the number of monitors you have (up to 6 if you're that lucky!!). -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:7> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: <si...@mu...> - 2013-02-01 17:24:43
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> #532: Prevent Screen Distortion on multi-monitor setups >-------------------------+------------------------------------------------- > If you have a multi-monitor please test by setting SD full screen (may > need to hand edit width/height in 'screen.xml') and in 'graph.xml' enable > spanning with: > -- > <attstr name="span splits" val="yes"/> > -- > > You should select the number of splits to the number of monitors you have > (up to 6 if you're that lucky!!). In the near future (ie. for the next release) I'd like to expose setting this the 'Span Split Screens (Y, N)' property in the menus, this comes along with 'Bezel Compension (%)' and (the yet unused) 'Monitor Type (4:3, 16:9)'. The current menus are fairly crowded; shall I squeeze these in somewhere (and where) or have a sub-menu for things like this? Simon. |
From: <si...@mu...> - 2013-02-02 04:20:43
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> The current menus are fairly crowded; shall I squeeze these in somewhere > (and where) or have a sub-menu for things like this? Never mind, I'll put them at the end of the 'advance graphic' menu. Coded here, will upload next week if no-one complains. http://sourceforge.net/apps/trac/speed-dreams/attachment/ticket/532/add_spansplit_to_menu.patch Simon |
From: Speed D. <no...@so...> - 2013-02-02 16:38:30
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by pouillot): The patch looks perfect to me (except this little detail : in advancedgraphconfig.cpp, the changeBezel() function is not named the same way as the other callbacks, like onChangeForest(), onChangeSpansplit(), ... etc). -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:8> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-06 06:50:51
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Revised patch checked in r5116 -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:9> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-06 17:31:43
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): I'm running into issues where I can't see how to define the 'view port' (the monitor surface) when the monitor is not perpendicular to the user - ie. the monitors are not arranged at the same distance from the user. This is shown in this diagram: https://sourceforge.net/apps/trac/speed- dreams/attachment/ticket/532/monitor_arch.png The 'Red' position is perhaps more normal that 'Green' (equal distance to all monitors), and at the moment we can not correctly display the image. Does anyone one know how to define this in Plib/ssg? It seems it only cares about the nominal FOV, and not that the viewport is turned (thus fovV on the left edge is different to fovV on the right edge)..... suggestions? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:10> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-06 20:23:52
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Interesting.... http://www.opengl.org/discussion_boards/showthread.php/147425-Projection- to-a-non-perpendicular-view-plane -- The plane of the display defines the view vector not the relationship of the viewer to the screen. Once you have the view vector and plane of projection, the eye position relative to the window defines the frustum. -- -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:11> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-11 19:16:49
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Checked in an attempt at the MonitorArc compensation (r5128), disabled by default - enable via the 'Advance Configuration' menu. Please test this; my system is non-ideal as I have fairly small (4:3) monitors and I'd like to check that it's working in all situations. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:12> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-13 18:05:00
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Here's how it's done in iRacing. http://www.youtube.com/watch?v=rri19PqJ3qU -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:13> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-15 20:22:52
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Made some advances on this last night and it should be working for the F2 cameras except for the (first) 2 driver view ones - there's something happening wrt the fact that there's a visual element close up. Changing the 'near' limit on the camera makes the problem go away.... strange. In theory this technique should be realatively easy to apply to the other perspective cameras, I'll try to do this next week sometime. Hints on getting it set up. 1) Measure you distance to main monitor from the driver/user location. Calculate the FovY angle. You should manually zoom the display to this number to get life like represenation - the FovY is now stated in the '5' debug screens. 2) Measure perpendicular from side monitor(s) to figure out when the 'center of arc' is and the main distance by this to get the 'arc ratio' 3) Estimate the bezel compensation to get continuity between screen edges, ie lines/walls/armco look correct. 'Arc Ratio' is 0 if monitors flat on wall/in straight line 1 if monitors equal distance from driver 0-1 if arc center is behind driver 1-2 if arc center is infront of driver With 3x 4:3 monitors my FovY is around 19', dist is 1m and arcratio is 0.8. Looks good for me, but need more testers. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:14> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-17 04:51:18
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Figured out a difference in the camera behaviour, but not how to fix it. The left/right values are the same for different cameras at same FovY, but 'near' is different - I had assumed that left/right were values at the 'near' distance, and had calculated correct as per that.... This is obviously not correct :-( Need to figure out what left/right really are and how they relate. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:15> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-02-20 05:17:50
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Figured out my error in how the offset should be applied, this might actually be correct now. Checked in r5164 -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:16> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-09-26 14:36:11
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#532: Prevent Screen Distortion on multi-monitor setups -------------------------+-------------------------------------------------- Reporter: mungewell | Owner: somebody Type: enhancement | Status: new Priority: major | Milestone: to be defined Component: Graphics | Version: 2.0.0-dev Keywords: | -------------------------+-------------------------------------------------- Comment(by mungewell): Put a 'before and after' video on YouTube to show how much better this makes the view from the driver's seat. http://www.youtube.com/watch?v=OSZ3Pq8b4cU -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/532#comment:17> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |