By default, Quake supports configuration of the field of view, but regardless of the value, the projection is always uniformly mapped onto the screen.
The effect is, that at high fov, the portion of screen dedicated to where the crosshair is aiming results small, and the opponent looks far away.
You can see the effect of an alternative mapping here:
http://strlen.com/gfxengine/fisheyequake/compare.html
Th creator is using the equivalent of a fish eye lens. If you compare 150 fov, you immediately see how much better such distribution is, as what you are aiming at stays sort of the same size and perceived distance but on the side you have much more information.
Technically, this was done withing software rendering, but there is a solution for GPU as well, which is a bit more expensive than traditional projection, but not too bad, and could be implemented in QL.
I wonder what people think about this.
The effect is, that at high fov, the portion of screen dedicated to where the crosshair is aiming results small, and the opponent looks far away.
You can see the effect of an alternative mapping here:
http://strlen.com/gfxengine/fisheyequake/compare.html
Th creator is using the equivalent of a fish eye lens. If you compare 150 fov, you immediately see how much better such distribution is, as what you are aiming at stays sort of the same size and perceived distance but on the side you have much more information.
Technically, this was done withing software rendering, but there is a solution for GPU as well, which is a bit more expensive than traditional projection, but not too bad, and could be implemented in QL.
I wonder what people think about this.
Edited by Memento_Mori at 16:48 CST, 16 February 2014 - 18064 Hits