I started this tutorial several years ago on other forums and have been tweaking it on occasion and will continue to do so as the technology and its application move forward. The bulk of it is mostly aimed to the titles with proper triple screen support such as rFactor, rFactor 2, Game Stock Car, Automobilista, Assetto Corsa and iRacing; but it is still useful and very relevant to all titles.
A proper and mathematically correct setup is the Holy Grail of simulation since it allows for the 1:1 correlation between the real world and what can be reproduced and then experienced through the various platforms.
It's always been an arduous and lengthy process of research and trial and error to understand it and implement it, but hopefully this tutorial can facilitate and expedite this into a much less tenuous journey.
INTRODUCTION
A single screen ordinarily does not allow for a proper 1:1 mathematical field of view to be implemented.
That is because on a single screen you'd have to go either for a very large sized TV or to set up a projector screen; although neither will still be able to covering your peripheral view regardless of how good they are.
As a rule of thumb, usually¹ you must try to get as close as possible to the screen as to make its image relatively larger in relation to you, otherwise you're likely stuck having to find some middle-ground between your mathematical field of view and the other one that offers you with an enough and more comfortable view of the sides of your vehicle.
OBS¹: Keep in mind, however, that this rule is not always absolute for triple screens. There are particular instances where you'll be better off moving away from the screens. That is because you want to avoid being too crowded by the resultant screen angles, a scenario which will lead to the screens going past too much your real life physical field of view. Far from ideal, wasteful and simply unnecessary.
If you're on a single screen you'll almost always have to reach a certain compromise, but the closer you are to your screen (and the larger they are) the smallest the compromised for your true FOV.
Which leads us to what I repute as the best solution for the FOV: the triple screens.
Be it monitors, TVs or projectors each will have its application depending on budget, room characteristics and designated applications. And no, I'll not be talking VR (Virtual Reality) at this point in time as I still don't regard any of the available sets as a fully developed solution that truly surpasses proper triple screens and without huge drawbacks. So please do not cry yourself dry.
Therefore whenever any kind of triple screens is employed, for any kind of simulation, only a mathematically correct "RIG" with a proper 1:1 field of view should be acceptable, otherwise it puts to waste all of the labor, time and money invested in it.
1. FIELD OF VIEW (FOV)
For starters I DO NOT RECOMMEND the various often mentioned website calculators. Mostly because in my view one should not rely on third party when better results can be achieve by doing it oneself but also because they are far from infallible. While I do appreciate its practicality and utility; particular if you're casual about your sim racing, the implementation of the MATHS is generic and with instances it won't provide the exact results you're after.
With that out of the way, the first rule of sim racing is: you do not talk about FOV as it being a matter of taste. The second rule of sim racing is: you do not talk it about it being a matter of opinion. Third rule: you do not say it's about personal preference.
There is no subjectiveness regarding FOV. None! To state otherwise is wrong and, frankly, moronic.
A mathematically correct FOV does never feel off as it does represent exactly what the real world feels and looks like. Therefore if your screen real estate and setup configuration allow for it you'll want to use only a proper FOV. Trust me on this!
The FOV has many more important implications than people realize, as it directly affects the way depth and height are displayed and perceived. If the FOV is too high, for example, then the straights will look way longer than they are, turns will look less sharp and heights will look shallower. An incorrect field of view provides the so called "greater sense of speed" only because distances that appear longer are traversed in the same amount of time, tricking your senses and thus defeating any purpose of simulation itself.
The vertical FOV is calculated by taking half the height of the image (counting out the bezels and the rest of the frame of the device; and only measuring the actual display panel) and dividing it by the viewing distance (the distance between the observer's eyes and the center of the screen). You then apply the inverse tangent function (arc tangent or atan) to that result and multiply this by two.
The reason only half of the image height is used is because you are supposed to line the center of the complete image with your eyes. That half height divided by its distance to your eyes provides the viewable angle when the inverse tangent is applied. It only describes the triangle on half of the image so the other half must be added which is equal to the first since the angles are the same as long as your eyes are lined up with its center.
For reference: MY RIG currently produces an image height (again counting out the bezels and the rest of the frame of the device; and only measuring the actual display panel) of 53,00cm, with my viewing distance being 89,00cm from the center of the screens, which renders my vFOV at 33º (~33,16º).
How to calculate the proper vertical FOV (vFOV):
OBS¹: When I say "viewing distance" I'm meaning the distance from your eyes to the center of the screens.
OBS²: InvTan (arc tangent or atan) can be found in any scientific calculator. Windows has one which you can set to scientific under file. To use it just press the buttons "Inv" and then "Tan").
1.2. HORIZONTAL FIELD OF VIEW (hFOV)
This applies to titles like iRacing that employ a horizontal field of view calculation.
And going back very quickly to the right triangles, we already know that "A = invTan(a/b)" and that we need to double "A" in order to get the entire screen angle and to halve the width of said screen in order to get to "a". All of that gives us the formula: ScreenAngle = 2 x {invTan x [FullDeviceWidth ÷ (2 x ViewingDistance)]}.
That means you can simply calculate the total horizontal FOV by multiplying A by 6 instead of only by 2. As in 3 screens times 2. That happens because there are three screens but we are only calculating half of the viewing angle.
How to calculate the proper horizontal FOV:
1.3 vFOV ADDENDUM FOR RACEROOM RACING EXPERIENCE
The vFOV implementation in the SimBin titles has a few particularities.
One of which is that it only allows you to choose among a set of fixed multiples of its default FOV; which is 58º for single screens and 40º for the triple screens. That is obviously not ideal as it will not let you set your own exact mathematical FOV unless you're lucky enough to fall into one of the nine presets multipliers 0.5, 0.6, 0.7, 0.8, 0.9, 1.0, 1.1, 1.2, 1.3.
As said, unless you're lucky to automatically fall into one of the presets an approximation is not good enough. If only you could set your exact mathematical FOV... Oh but wait you can, not within the title, but with some legwork.
What you have to do is to go to "\Documents\My Games\SimBin\RaceRoom Racing Experience\UserData" and open the "graphics_options.xml" file in the notepad.
Simply take your mathematical vFOV and divide it by 40. Take this result and place it inside this line
2. TRIPLE SCREENS' ANGLES
There is a unfortunate and widespread notion out there that the gMotor2 engine locks the screen angles at 45 degrees.
This couldn't be more INCORRECT as the gMotor2 engine has never locked the screens at any set angle but quite on the contrary has used a mathematical formula based off your set FOV to calculate what screen angles you should be using.
This "45º myth" probably started because a "common" distance that a good number of people have their screens at works out to more or less around 45º... And because you'll only start noticing a bigger discrepancy when you either begin going really close or really far away to the screens. Regardless it is definitely set improperly for most of the people and your brain can tell it even if you don't realize right away what it is telling you.
The higher your FOV the higher the side screen angles you should use.
It can't be emphasized enough: just like the FOV, the screen angles also are NOT a matter of subjectivity, taste or opinion. They must be set following the application of the MATHS (Mathematical Anti-Telharsic Harfatum Septomin).
Even for titles that allow for the angles to be customized you should still be using the proper ones that are dictated by the formulae because this way you're ensuring to be at the same distance from all three screens.
The closer the screens are from you the higher the vFOV, the higher the vFOV the higher the side screen angle, it is all linked together along with your viewing distance and panel's width obviously.
For reference: MY RIG currently has its screens set at a mathematically dictated angle of 57,50º (~57,52º), with my viewing distance being 89,0cm from triple 97,7cm wide screens.
How to properly calculate the angles you should set your screens at:
How to calculate the distance you should sit in order to be able to run certain angles:
2.1 TRIPLE SCREEN'S ADDENDUM FOR RACEROOM RACING EXPERIENCE
After many years of waiting RaceRoom Racing Experience has finally received the proper triple screen support it so much needed.
Again somewhat a convoluted method to set up but it works after the additional necessary legwork.
Ultimately you'll have to enter a line of arguments containing all the measures and characteristics of your triple screens and rig in the "SET LAUNCH OPTIONS" on the title properties within the Steam Client.
It's going to look something like this:
Color coded they stand for:
OBS²: You can use any unit of measurement (inches, cm, mm, etc) as long as you keep it consistent. You can also enter decimals by adding a dot.
3. ADDITIONAL TIPS AND ADJUSTMENTS
It goes without saying but in case you're in doubt, yes, the screen bezels' width must be corrected within the NVIDIA or AMD control panels regardless of the other calculations or adjustments in order to achieve a seamless transition between the screens.
Raise or lower your screens and/or seat in order to align your eye line with the middle of the screens that way you won't be constantly looking up or down in search for the horizon but facing forward in natural line as you should and as you do in real life. Ideally your eye line must align to the middle of the screen up to 20% above of that (or between 50% to 60% up from the bottom of the viewable area) but no more.
Always¹ try to get AS BIG OF SCREENS AS POSSIBLE and sit as close to it as you can since the closer your eyes will be to the image the lower the FOV you'll be able to use and the best visual experience you will get.
OBS¹: Catch-22 here! The larger the screen and the closer you sit in relation to it the higher your vFOV will be. And the higher your FOV the higher the side screen angles should be... which can represent a problem after a certain point, say 50" or larger; or if you're sitting "too close" even smaller screens will require attention! When your screen angles begin to get too high you then begin to experience a few problems, most noticeable the worse accessibility in and out of your seat and the increase of reflexes from the other screens (better mitigated on projector setups). Also you will now have (depending on your screens' size) a certain amount of your side screens going past beyond your field of view, detracting from the full potential of the rig. All the measures talk to each other, always be mindful of that.
Turn off things like "virtual arms" and "virtual steering wheels", since you already have your real ones in front of your eyes and don't need - not want - to have it doubled...
Level the horizon for the cockpit view of your cars in your vehicle camera (.CAM) files:
Remove all the artificial cockpit vibrations in your .PLR files.
Turn off or set to 0% any look to apex and lock to horizon options you may have in-game or in your .PLR files.
Stabilize the camera pitch and roll of your cockpit view in your vehicle camera (.CAM) files:
This is not at all essential but I'd recommend you to customize and to attach some hood and skirts to your screens as it will improve your experience by blocking potential distractions and by eliminating or reducing reflections (and will make your rig look even cooler). I cut MY OLDER ONES out of simple 10mm styrofoam sheets and the NEWER ONES out of 5mm K-Line (card polyethylene foam) wrapped in carbon fiber styled vinyl, but you can use a whole bunch of different materials to achieve similar or even better results.
4. HOW TO SHOP FOR THE BEST TVS FOR SIM RACING
TV technology is ever evolving and the larger TVs that once were far too expensive for dedicated simulator use are becoming more and more accessible. PAUSE. I'll still be adding more information on what to look for when choosing the right TV for sim racing as well as how to improve the overall eye candy factor for the various sims.
-------------------------
That's all for now. Mathematical perfection for practical application at its best!
Enjoy!
Also posted here on the Reiza Studios's Forums.
GTSpeedster's AMS MODs
A proper and mathematically correct setup is the Holy Grail of simulation since it allows for the 1:1 correlation between the real world and what can be reproduced and then experienced through the various platforms.
It's always been an arduous and lengthy process of research and trial and error to understand it and implement it, but hopefully this tutorial can facilitate and expedite this into a much less tenuous journey.
INTRODUCTION
A single screen ordinarily does not allow for a proper 1:1 mathematical field of view to be implemented.
That is because on a single screen you'd have to go either for a very large sized TV or to set up a projector screen; although neither will still be able to covering your peripheral view regardless of how good they are.
As a rule of thumb, usually¹ you must try to get as close as possible to the screen as to make its image relatively larger in relation to you, otherwise you're likely stuck having to find some middle-ground between your mathematical field of view and the other one that offers you with an enough and more comfortable view of the sides of your vehicle.
OBS¹: Keep in mind, however, that this rule is not always absolute for triple screens. There are particular instances where you'll be better off moving away from the screens. That is because you want to avoid being too crowded by the resultant screen angles, a scenario which will lead to the screens going past too much your real life physical field of view. Far from ideal, wasteful and simply unnecessary.
If you're on a single screen you'll almost always have to reach a certain compromise, but the closer you are to your screen (and the larger they are) the smallest the compromised for your true FOV.
Which leads us to what I repute as the best solution for the FOV: the triple screens.
Be it monitors, TVs or projectors each will have its application depending on budget, room characteristics and designated applications. And no, I'll not be talking VR (Virtual Reality) at this point in time as I still don't regard any of the available sets as a fully developed solution that truly surpasses proper triple screens and without huge drawbacks. So please do not cry yourself dry.
Therefore whenever any kind of triple screens is employed, for any kind of simulation, only a mathematically correct "RIG" with a proper 1:1 field of view should be acceptable, otherwise it puts to waste all of the labor, time and money invested in it.
1. FIELD OF VIEW (FOV)
For starters I DO NOT RECOMMEND the various often mentioned website calculators. Mostly because in my view one should not rely on third party when better results can be achieve by doing it oneself but also because they are far from infallible. While I do appreciate its practicality and utility; particular if you're casual about your sim racing, the implementation of the MATHS is generic and with instances it won't provide the exact results you're after.
With that out of the way, the first rule of sim racing is: you do not talk about FOV as it being a matter of taste. The second rule of sim racing is: you do not talk it about it being a matter of opinion. Third rule: you do not say it's about personal preference.
There is no subjectiveness regarding FOV. None! To state otherwise is wrong and, frankly, moronic.
A mathematically correct FOV does never feel off as it does represent exactly what the real world feels and looks like. Therefore if your screen real estate and setup configuration allow for it you'll want to use only a proper FOV. Trust me on this!
The FOV has many more important implications than people realize, as it directly affects the way depth and height are displayed and perceived. If the FOV is too high, for example, then the straights will look way longer than they are, turns will look less sharp and heights will look shallower. An incorrect field of view provides the so called "greater sense of speed" only because distances that appear longer are traversed in the same amount of time, tricking your senses and thus defeating any purpose of simulation itself.
The vertical FOV is calculated by taking half the height of the image (counting out the bezels and the rest of the frame of the device; and only measuring the actual display panel) and dividing it by the viewing distance (the distance between the observer's eyes and the center of the screen). You then apply the inverse tangent function (arc tangent or atan) to that result and multiply this by two.
The reason only half of the image height is used is because you are supposed to line the center of the complete image with your eyes. That half height divided by its distance to your eyes provides the viewable angle when the inverse tangent is applied. It only describes the triangle on half of the image so the other half must be added which is equal to the first since the angles are the same as long as your eyes are lined up with its center.
For reference: MY RIG currently produces an image height (again counting out the bezels and the rest of the frame of the device; and only measuring the actual display panel) of 53,00cm, with my viewing distance being 89,00cm from the center of the screens, which renders my vFOV at 33º (~33,16º).
How to calculate the proper vertical FOV (vFOV):
vFOV = 2 x {invTan x [(ImageHeight ÷ 2) ÷ ViewingDistance]}
Therefore:
53 ÷ 2 = 26,5
÷ 89 = 0,2977528089887640449438202247191
Inverse Tan = 16,581047847739573955007058070902
x 2 = 33,162095695479147910014116141804
vFOV = 33º
OBS¹: When I say "viewing distance" I'm meaning the distance from your eyes to the center of the screens.
OBS²: InvTan (arc tangent or atan) can be found in any scientific calculator. Windows has one which you can set to scientific under file. To use it just press the buttons "Inv" and then "Tan").
1.2. HORIZONTAL FIELD OF VIEW (hFOV)
This applies to titles like iRacing that employ a horizontal field of view calculation.
And going back very quickly to the right triangles, we already know that "A = invTan(a/b)" and that we need to double "A" in order to get the entire screen angle and to halve the width of said screen in order to get to "a". All of that gives us the formula: ScreenAngle = 2 x {invTan x [FullDeviceWidth ÷ (2 x ViewingDistance)]}.
That means you can simply calculate the total horizontal FOV by multiplying A by 6 instead of only by 2. As in 3 screens times 2. That happens because there are three screens but we are only calculating half of the viewing angle.
How to calculate the proper horizontal FOV:
hFOV = NumberOfScreens x 2 x {invTan x [FullDeviceWidth ÷ (2 x ViewingDistance)]}
Therefore:
89 x 2 = 178
97,7 ÷ 178 = 0,54887640449438202247191011235955
Inverse Tan = 28,761344358730505421853306646369
x 2 = 57,522688717461010843706613292738
x 3 = 172,56806615238303253111983987821
hFOV = 173º
1.3 vFOV ADDENDUM FOR RACEROOM RACING EXPERIENCE
The vFOV implementation in the SimBin titles has a few particularities.
One of which is that it only allows you to choose among a set of fixed multiples of its default FOV; which is 58º for single screens and 40º for the triple screens. That is obviously not ideal as it will not let you set your own exact mathematical FOV unless you're lucky enough to fall into one of the nine presets multipliers 0.5, 0.6, 0.7, 0.8, 0.9, 1.0, 1.1, 1.2, 1.3.
Triple Screens
1.0x = 40º
0.5x means: 40º x 0.5 = 20º
0.6x means: 40º x 0.6 = 24º
0.7x means: 40º x 0.7 = 28º
0.8x means: 40º x 0.8 = 32º
0.9x means: 40º x 0.9 = 36º
1.1x means: 40º x 1.1 = 44º
1.2x means: 40º x 1.2 = 48º
1.3x means: 40º x 1.3 = 52º
As said, unless you're lucky to automatically fall into one of the presets an approximation is not good enough. If only you could set your exact mathematical FOV... Oh but wait you can, not within the title, but with some legwork.
What you have to do is to go to "\Documents\My Games\SimBin\RaceRoom Racing Experience\UserData" and open the "graphics_options.xml" file in the notepad.
Simply take your mathematical vFOV and divide it by 40. Take this result and place it inside this line
from: <custom type="float32">1.00000000</custom>
to: <custom type="float32">0.825</custom>
for vFOV 33º in this instance
2. TRIPLE SCREENS' ANGLES
There is a unfortunate and widespread notion out there that the gMotor2 engine locks the screen angles at 45 degrees.
This couldn't be more INCORRECT as the gMotor2 engine has never locked the screens at any set angle but quite on the contrary has used a mathematical formula based off your set FOV to calculate what screen angles you should be using.
This "45º myth" probably started because a "common" distance that a good number of people have their screens at works out to more or less around 45º... And because you'll only start noticing a bigger discrepancy when you either begin going really close or really far away to the screens. Regardless it is definitely set improperly for most of the people and your brain can tell it even if you don't realize right away what it is telling you.
The higher your FOV the higher the side screen angles you should use.
It can't be emphasized enough: just like the FOV, the screen angles also are NOT a matter of subjectivity, taste or opinion. They must be set following the application of the MATHS (Mathematical Anti-Telharsic Harfatum Septomin).
Even for titles that allow for the angles to be customized you should still be using the proper ones that are dictated by the formulae because this way you're ensuring to be at the same distance from all three screens.
The closer the screens are from you the higher the vFOV, the higher the vFOV the higher the side screen angle, it is all linked together along with your viewing distance and panel's width obviously.
For reference: MY RIG currently has its screens set at a mathematically dictated angle of 57,50º (~57,52º), with my viewing distance being 89,0cm from triple 97,7cm wide screens.
How to properly calculate the angles you should set your screens at:
ScreenAngle = 2 x {invTan x [FullDeviceWidth ÷ (2 x ViewingDistance)]}
Therefore:
89 x 2 = 178
97,7 ÷ 178 = 0,54887640449438202247191011235955
Inverse Tan = 28,761344358730505421853306646369
x 2 = 57,522688717461010843706613292738
Screen Angle = 57,50º
How to calculate the distance you should sit in order to be able to run certain angles:
ViewingDistance = FullDeviceWidth ÷ {2 x [Tan x (ScreenAngle ÷ 2)]}
Therefore:
57,50 ÷ 2 = 28,75
Tan = 0,54861878662666752691655773919409
x 2 = 1,0972375732533350538331154783882
97,7 ÷ 1,0972375732533350538331154783882 = 89,041792207604790779151852844296
Viewing Distance = 89cm
2.1 TRIPLE SCREEN'S ADDENDUM FOR RACEROOM RACING EXPERIENCE
After many years of waiting RaceRoom Racing Experience has finally received the proper triple screen support it so much needed.
Again somewhat a convoluted method to set up but it works after the additional necessary legwork.
Ultimately you'll have to enter a line of arguments containing all the measures and characteristics of your triple screens and rig in the "SET LAUNCH OPTIONS" on the title properties within the Steam Client.
It's going to look something like this:
-triScr 890 0 977 570 0 977 570 0 57 977 570 0 57
Color coded they stand for:
OBS¹: I've found that by accounting for the bezels in the nVidia Surround will allow you to fill the argument line with zeros for the bezels. If you don't correct your bezels in the Surround you can choose to do it solely in the argument line, but you'll likely have to account for the Image Width instead of the full Screen Width.RED: Your viewing distance to the middle of the central screen.
BLACK: The vertical offset, if any, of your gaze from the middle of the screen center. This value can be either positive or negative.
BLUE¹: The width of your screens (bezels included).
ORANGE: The height of your screens (bezels included).
GREEN¹: The bezels width.
PINK: The screen angles.
OBS²: You can use any unit of measurement (inches, cm, mm, etc) as long as you keep it consistent. You can also enter decimals by adding a dot.
3. ADDITIONAL TIPS AND ADJUSTMENTS
It goes without saying but in case you're in doubt, yes, the screen bezels' width must be corrected within the NVIDIA or AMD control panels regardless of the other calculations or adjustments in order to achieve a seamless transition between the screens.
Raise or lower your screens and/or seat in order to align your eye line with the middle of the screens that way you won't be constantly looking up or down in search for the horizon but facing forward in natural line as you should and as you do in real life. Ideally your eye line must align to the middle of the screen up to 20% above of that (or between 50% to 60% up from the bottom of the viewable area) but no more.
Always¹ try to get AS BIG OF SCREENS AS POSSIBLE and sit as close to it as you can since the closer your eyes will be to the image the lower the FOV you'll be able to use and the best visual experience you will get.
OBS¹: Catch-22 here! The larger the screen and the closer you sit in relation to it the higher your vFOV will be. And the higher your FOV the higher the side screen angles should be... which can represent a problem after a certain point, say 50" or larger; or if you're sitting "too close" even smaller screens will require attention! When your screen angles begin to get too high you then begin to experience a few problems, most noticeable the worse accessibility in and out of your seat and the increase of reflexes from the other screens (better mitigated on projector setups). Also you will now have (depending on your screens' size) a certain amount of your side screens going past beyond your field of view, detracting from the full potential of the rig. All the measures talk to each other, always be mindful of that.
Turn off things like "virtual arms" and "virtual steering wheels", since you already have your real ones in front of your eyes and don't need - not want - to have it doubled...
Level the horizon for the cockpit view of your cars in your vehicle camera (.CAM) files:
OrientationOffset=(0.0, 0.0, 0.0)
Remove all the artificial cockpit vibrations in your .PLR files.
Cockpit Vibration Mult1="0.00000"
Cockpit Vibration Freq1="0.00000"
Cockpit Vibration Mult2="0.00000"
Cockpit Vibration Freq2="0.00000"
Turn off or set to 0% any look to apex and lock to horizon options you may have in-game or in your .PLR files.
Stabilize the camera pitch and roll of your cockpit view in your vehicle camera (.CAM) files:
OrientationRate=(999.000000, 999.000000, 999.000000)
This is not at all essential but I'd recommend you to customize and to attach some hood and skirts to your screens as it will improve your experience by blocking potential distractions and by eliminating or reducing reflections (and will make your rig look even cooler). I cut MY OLDER ONES out of simple 10mm styrofoam sheets and the NEWER ONES out of 5mm K-Line (card polyethylene foam) wrapped in carbon fiber styled vinyl, but you can use a whole bunch of different materials to achieve similar or even better results.
4. HOW TO SHOP FOR THE BEST TVS FOR SIM RACING
TV technology is ever evolving and the larger TVs that once were far too expensive for dedicated simulator use are becoming more and more accessible. PAUSE. I'll still be adding more information on what to look for when choosing the right TV for sim racing as well as how to improve the overall eye candy factor for the various sims.
-------------------------
That's all for now. Mathematical perfection for practical application at its best!
Enjoy!
Also posted here on the Reiza Studios's Forums.
GTSpeedster's AMS MODs
Last edited: