Setting up your rFactor FOV - Tutorial

I can take camera photos later to show you but I can tell you now exactly what I'll see.

Without bezel correction i.e. with rF2 running 5760x1080 I will see the left third of the 5760x1080 screen grab on the left monitor, the centre third of 5760x1080 screen grab on the centre monitor and the right third of the 5760x1080 screen grab on the right monitor.

With bezel correction I will see the leftmost 1920 pixels of the 5860x1080 screen grab on the left monitor, the centre 1920 pixels on the centre monitor and the rightmost 1920 pixels on the right monitor. The part of the screen grab between the bezels will be discarded by the video driver.

There will be a slightly different horizontal field of view, as shown in the grab above (the red are being the non-bezel corrected field of view, the full width being the bezel corrected field of view. This is normal and to be expected (I've also said that before in this thread).

I think it's this slight change in overall horizontal field of view that is confusing you, WhiteShadow.

Yes !

Thank you :)
 
I think the confusion is that you didn't describe the test very clearly at all.

Also in your reply to me above you said:



It isn't clear what you mean here, enabling and disabling surround can't be what you mean as with surround disabled you cannot run a triple screen resolution in rF2 full-screen.

Please could you try to be clearer with the steps required to reproduce your problem?

Sorry I meant bezel peeking shortcut.

One camera picture res. 5760x108 and one with res. 6000x1080 (bezle corrected V1&V2 = 120) would be nice :)
 
I wouldn't pay any attention to what you see when you hit the bezel peeking shortcut, I'd expect that to look squashed. Rather than discarding the pixels behind the bezels pressing bezel peek makes them visible, by squashing up the 'visible' 1920 width so that it includes what's behind the bezels.

What matters is what you see on the centre monitor with a bezel corrected resolution selected in rF2 compared with when you have a non-bezel corrected resolution selected in rF2. They should be identical. The outer monitors will be slightly different, as the bezel corrected resolution has the side monitors accurately aligned, whereas when not running bezel correction the view on the side monitors will actually be angled in a touch more than it should (unless your physical monitors don't actually have any bezels!).
 
I think the confusion is that you didn't describe the test very clearly at all.

Really?

Lets forget side monitors for now and look to the center monitor and what is going on. It is easy to see this in game hit race button. You see now you racing engineer in front of you car. Use keyboard shortcut CTR + ALT + S . Look you racing engineer. What you see he gets thicker and thinner but hes height is the same. This is why I state bezel correction is Width ZOOM and scaling is incorrect.

Spinelli please confirm if your racing engineer gets thicker and thinner but hes height is the same. How much etc. is not relevant simple answer is fine.
 
You're talking about hitting Ctrl-Alt-S with rF2 running? Ctrl-Alt-S is enable/disable Surround, whereas you're actually talking about bezel peeking (Ctrl-Alt-B). Hence, lots of confusion!
 
You're talking about hitting Ctrl-Alt-S with rF2 running? Ctrl-Alt-S is enable/disable Surround, whereas you're actually talking about bezel peeking (Ctrl-Alt-B). Hence, lots of confusion!

Lol, that makes my claim stronger :)

Lets forget side monitors for now and look to the center monitor and what is going on. It is easy to see this in game hit race button. You see now your racing engineer in front of your car. Use keyboard shortcut CTR + ALT + S . Look your racing engineer. What you see he gets thicker and thinner but hes height is the same. This is why I state bezel correction is Width ZOOM and scaling is incorrect.

Center monitor, yes. Can you confirm this to me please? (Racing engineer or some other object)

PS. Use CTRL+ ALT+ B :)
 
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For the 50th time; can you please quit the whole keyboard shortcuts stuff? CTRL-ALT-B/X/A/S/5/8/ whatever. You're screwing up the image as you're using bezel peek or just disabling surround all together even though RFactor is still running at it's original set resolution. Why are you obsessed with this keyboard shortcut thing? Can you just please do what we're saying and forget it? You're screwing up the image with the keyboard shortcuts. It's like me sitting on top of a pillow and then asking why it's so much thinner than before. Are you not able to understand that (serious question, not trying to offend you, I'm seriously wondering if you're not able to understand that)?...


Again, read post #330. One test with GPU and RF BOTH set to 5760x1080, quit game, set GPU and RF BOTH to 6000x1080 (bzl crrctn from GPU) and test again, and DON'T press any keyboard shortcuts in any test, NOT the first one (5760x1080), NOT the second one (6000x1080), NONE. There, done, simple as that. Why can you not just do that and get it over with? The answer is right there for you to see.
 
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Lol, that makes my claim stronger :)
I have no idea how.
Center monitor, yes. Can you confirm this to me please? (Racing engineer or some other object)

PS. Use CTRL+ ALT+ B :)

I've already explained what bezel peeking does. Bezel peeking intentionally squashes the image, what else would you expect it to do other than change the width of everything on screen?

Please, you keep going on that something is wrong because when you hit the bezel peeking shortcut things on-screen get squashed. That's what is meant to happen!
 
Ive said it like 50 times. Can you please quit the whole keyboard shortcuts stuff? CTRL-ALT-B/X/A/S/5/8/ whatever. You're screwing up the image as your using bezel beek or just disabling surround all together even though RFactor is still running at it's original set resolution. Why are you obsessed with this keyboard shortcut thing. Can you just please do what we're saying and forget it? You're screwing up the image with the keyboard shortcuts. It's like me sitting on top of a pillow and then asking why it's so much thinner than before. Are you not able to understand that (serious question, not trying to offend you, I'm seriously wondering you're not able to understand that)...

If you look my pictures there are actually also two pictures where no shortcuts are used.One with rFactor2 Video setup res. 5760x1080 and one with rFactor2 Video setup res 6000x1080. Why does those two pictures look like they do?
My English is bad but I think that my brain is able understand what I can see and not see.
 
I've already explained what bezel peeking does. Bezel peeking intentionally squashes the image, what else would you expect it to do other than change the width of everything on screen?

This is what I have tried to explain. 24" Samsung triples with 2mm bezels res. 5760x1080 (recommended) don`t have same real life view as 24" LG triples with 40mm. bezels res. 6000x1080 (bezel corrected). Right?
 
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Please ISI stop this. I don't think whiteshadow wants to really solve anything here. It is pretty clear that he is doing things as he wants and doesn't want to hear three people already proving him he is doing something wrong.
 
This is what I have tried to explain. 24" Samsung triples with 2mm bezels res. 5760x1080 don`t have same real life view as 24" LG triples with 40mm. bezels res. 6000x1080. Right?

I don't understand the question, what do you mean by "real life view"?
 
What I see in real life (monitors) when I am playing.

No, what you see "in real life" won't be the same, you're running rF2 in two different resolutions and aspect ratios. The bezel corrected resolution will have the correct horizontal field of view, the non-bezel corrected resolution won't. Nothing will be squashed, it's just the total horizontal field of view will be different (by the amount of bezel compensation).
 
No, what you see "in real life" won't be the same, you're running rF2 in two different resolutions and aspect ratios. The bezel corrected resolution will have the correct horizontal field of view, the non-bezel corrected resolution won't. Nothing will be squashed, it's just the total horizontal field of view will be different (by the amount of bezel compensation).

Thank you :)

Case closed and solved.
 
OK we can end this all right now...

I have done ACTUAL precise measurements.



Graphics card and game both set to 5760x1080

Length of pit-out board direction arrow (cockpit view, FOV 27) - 4.2 cm

Length of text on the back of car (third person "chase" view, much higher FOV) - 9.6 cm


Graphics card and game both set to 6000x1080 (achieved by GPU bezel correction [bzl crrctn value of 120])

Length of pit-out board direction arrow (cockpit view, FOV 27) - 4.2 cm

Length of text on the back of car (third person "chase" view, much higher FOV) - 9.6 cm


No difference. No distortion. Case closed. Enough with all the misleading/false information about ISI's multiview which - although doesn't have as many "convenient" in-game setup options as some other sims - is still fully and easily capable of rendering a just as good/"perfect" image, and - if I may add - regardless of whether you use (e.g.,) 15" 4:3 monitors , 34" 21:9 monitors, or 60" 16:9 televisions.



With that being said, you clearly have some issues on your end, WhiteShadow, and me and many around here would be more than happy to help you. Maybe start a new thread if you wouldn't mind?
 
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Thank you :)

Case closed and solved.

Are you sure?

Let me expand that previous answer...

The view on the outer monitors will be slightly different between the bezel corrected and non-bezel corrected configurations. This is because without bezel correction enabled rF2 renders the view with no break between the monitors, yet when viewed in the physical world there will be a gap between the monitors. This means the output from rF2 is having gaps inserted into it in the physical world. This throws the horizontal field of view off slightly, but it should only affect the outer screens - the view on the centre screen should be identical. With 2mm bezels we're talking a tiny amount of difference on the outer screens.

In theory bezel correction should fix this entirely as rF2 is rendering the full width of the display, gaps between monitors included. They're just stripped out of the final image by the video driver.

I'm not going to have time to get the camera & tripod out to confirm the centre views are identical for a couple of days (I've done it with screen shots but as you say that's not quite the same).

In summary:

Yes, the view on a 6000x1080 bezel corrected display and a 5760x1080 non-bezel corrected display will be different, but only on the side monitors. The view on the centre monitor should be identical.


And edit:

Which Spinelli appears to have confirmed, thanks!

So, that still leaves WhiteShadow with a quandary, if I understand correctly, in that the view on his centre monitor is different when running bezel corrected to when running without bezel correction. As Spinelli suggests maybe a new thread would be sensible to get to the bottom of that?
 
I still just want to see Shadows entire triplehead in pictures. Forget the macro closeups with MM tape on it.

Back the hell up and lets see what happens across all three screens!
 
Are you sure?

So, that still leaves WhiteShadow with a quandary, if I understand correctly, in that the view on his centre monitor is different when running bezel corrected to when running without bezel correction.

yes unfortunately it still leaves me a quandary and my centre monitor is different when running bezel corrected to when running without bezel correction. When I took my camera pictures I took also pictures from the right monitor the left and the righ side bezel.

No shortcuts is used. Pictures are res. 5760x1080 and 6000x1080

1.Res. 5760x1080 Right monitor the right bezel
9qi7gk.jpg


2. Res. 6000x1080 Right monitor the right bezel
2iu4bd5.jpg


Picture 1 and 2 from my right monitor the right side bezel. From my pictures you can see that the image Moves from right bezel 4 mm towards the center in my right monitor.

3. Res. 5760x1080 Right monitort the center bezel (Left bezel)
vdegdg.jpg


4.Res. 6000x1080 Right monitort the center bezel (Left bezel)
2vs3ozs.jpg


Picture 3 and 4 is from my right monitor the center bezel (Left bezel). From my pictures you can see that the image Moves from right bezel 4 mm towards the center in my right monitor and the edge of the second railing moves towards the center about 20 mm and disappear behind the bezel.

5.Res. 5760x1080 Center monitor
2lnirli.jpg


6. Res. 6000x1080 Center monitor
1128yn5.jpg


Picture 5 and 6 is from my center monitor. From my pictures you can see that railing is moving and it is 4 mm wider with res. 6000x1080.
What you can not see from my pictures is that the center monitor image also has movment towards to the left 20 mm. and towards to the right 20mm.

What I can see is that with res. 6000x1080 image is moving from the left and the right towards the center and center image is wider and moving towards to the left and to the right.

:confused:
 
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Are those with MultiView on?

Does the same thing happen with MultiView turned off?

Please can we see an in-game screen shot (F12) of the same scene in each resolution?
 
Are those with MultiView on?

Does the same thing happen with MultiView turned off?

Please can we see an in-game screen shot (F12) of the same scene in each resolution?

Yes multiview is on. I do not know I never race multiview off.

I take screenshots and post them soon. :)
 
Why did you resize the images?

*Or maybe the forum did? At first glance I think they look ok, but there's a 'zoom effect' happening because they're all 1920 wide, so the height is changing...
 
Everything looks spot on with those screen shots, once they've been resized correctly.

The pit guy does move a little between shots so he's not the best thing to measure against. Everything else is perfectly static in the centre view with MultiView on (and the entire view with MultiView off).
 
And finally... can you take a picture with your tape from your center monitors when using first the first two configurations? According to what techade has explained they should be the same. He is telling you not use bezel peeking because it actually stretches the image. set your bezel size of 120/0in your card configuration and don't activate bezel peeking it in between changing the configurations.
 
And finally... can you take a picture with your tape from your center monitors when using first the first two configurations? According to what techade has explained they should be the same. He is telling you not use bezel peeking because it actually stretches the image. set your bezel size of 120/0in your card configuration and don't activate bezel peeking it in between changing the configurations.

My camera pictures res. 5760x1080 are with no bezel peeking Nvidia Surround V1&V2 = 0 res.5760x1080.
 
Everything looks spot on with those screen shots, once they've been resized correctly.

The pit guy does move a little between shots so he's not the best thing to measure against. Everything else is perfectly static in the centre view with MultiView on (and the entire view with MultiView off).

Why are my camera pictures so different from screenshots ?

What about this post https://community.racesimcentral.ne...r-FOV-Tutorial?p=361341&viewfull=1#post361341 why are res.5760x1080 and 6000x1080 measurements the same ?

:confused:
 
Hmm, I see he is talking about length . Of course length has same measurement when you are 100% lined and the resolution of the height is unchanged with res. 5760 and 6000. I just can not understand how that makes ISI multiview perfect. When you are playing the game and you are entering the corner you are not 100% lined. You are looking in to that corner from a angle. When wide is as in my pictures 5760 vs 6000. Bezel corrected res. 6000 image of the corner looks much more sharp (short) then res.5760.
 
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Why are my camera pictures so different from screenshots ?

Don't know about anyone else, but I half expected your raw screenshots to be wrong somehow. It appears your screenshots are correct (I'm trusting TechAde here, I only gave them a cursory glance and didn't try to match the sizes) which leaves a big question mark on why your two tests, with 5760x 'normal' and 6000x bezel-corrected, are giving different results in your centre screen. The inward-shift of the side screens is as expected for bezel correction, but the centre screen shouldn't be changing at all.

Hmm, I see he is talking about length . Of course length has same measurement when you are 100% lined and the resolution of the height is unchanged with res. 5760 and 6000. I just can not understand how that makes ISI multiview perfect. When you are playing the game and you are entering the corner you are not 100% lined. You are looking in to that corner from a angle. When wide is as in my pictures 5760 vs 6000. Bezel corrected res. 6000 image of the corner looks much more sharp (short) then res.5760.

He was measuring objects across the screen to show there's no stretching, which is how it should be. I've got no idea why you're getting something different.

I'm reluctant to get into where you're looking at screens from when cornering, etc. That sort of stuff is even harder to describe without many diagrams and we've struggled enough just with bezel correction.

*I will say that multiview and bezel correction combined will probably move the 'centre' of the side screens (that is, the part that your eyes should be perpendicular to) slightly off-centre, because of where the individual multiview images are drawn and how bezel correction slices the image. But it's only slight, and I can already feel many diagrams are required...
 
RF multiview works perfect in terms of the rendered image. If, on the other hand, you have your own system-specific issues then it would be nice and appreciated if you could consider creating a new thread for us to help you in - at-least out of respect for this thread which has gone quite off-topic for the past few days.
 
Here is the comparison of the two screenshots scaled to their real sizes. 6000 and 5760 both x 1980.
Center images are exactly the same. The pitman is some pixels lateral offset between both but exactly the same size in height and width.

View attachment 16887

What I don't understand is how it renders in your monitors since I don't know how the driver should be configured to eliminate bezels.
IMO your problem is there. Techade and spinelli seem to be getting it right so I guess they could help you via Team Viewer maybe!
 
Yes it looks like there is something wrong with bezel peeking. The problem is that I have two PC`s with triples and they both and they both are like. I can also see that Coops have same problem as I do.
I have send mail to Nvidia support and to Microsoft with pictures sys. info etc. We wait and see what happen. I let you know when I get the answer
 
Yes it looks like there is something wrong with bezel peeking. The problem is that I have two PC`s with triples and they both and they both are like. I can also see that Coops have same problem as I do.
I have send mail to Nvidia support and to Microsoft with pictures sys. info etc. We wait and see what happen. I let you know when I get the answer

I thought we'd got past bezel peeking? Oh well... let us know if you find anything.

Well this being an FOV thread, and FOV and screen placement being important for multiscreen... I'll drag this half back on topic. Think this got lost in the ensuing debate:

Well the issue is when using multi-view the in-game cameras are fixed at 45° away from the origin point. Which is seen in old comparison shots of rF1

yMOoPnG.gif


They bend at a fixed angle which is hard to tell because that gif also has a high FOV. I think our perception of that angle can be "fudged" by a few degrees either way as it is hard to get reference and 98.4% of the time the eyes seeing it are not dead center of the monitors or have perfectly straight items to judge against.

They can't be fixed at 45°.

Let's say you have three 16:9 screens. Then you try a couple of different FOV settings:

- If you set v-FOV to 10°, your h-FOV is 17.4°.
- If you set v-FOV to 60°, your h-FOV is 72°.

If the side screen offset were fixed at 45°, the first setting would skip a big chunk of the scene (a screenshot would show an obvious slice), while the second setting would duplicate areas of the screens because the FOVs would overlap. I'm pretty sure every single multiview screenshot I've seen shows a continuous view, so either they're all done at the one exact FOV that gives them 45° h-FOV or the angles adjust.

Thoughts? :p
 
I think the in-game cameras are always locked to 45 degrees because, if I recall correctly, ISI stated this in the RF1 patch release notes which first introduced multiview.

Therefore, what it seems like to me (a couple ppl said this is wrong though) is that as long as you use a perfect 1:1 FOV, your monitors should be at 45 degrees as well because your real-life world is identically mimicking exactly the rendered game-world and on an exact 1:1 scale/reproduction/representation from your exact POV. I mean, if the in-game outer cameras are exactly 45 degrees from the center camera, then how could your monitors possibly require anything different if you have everything set to a perfect 1:1 scale between real-life and game?

However, if you're not using a 1:1 FOV, then you have to adjust your monitor angles away (+ or -) from that "perfect" game-1:1 angle.
 
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