Therefore if youre a triple screen user youll want to use only a proper FOV, believe me FOV has many more important implications than people realize, it directly affects the way depth and height are displayed and perceived. If the FOV is too height 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 greater sense of speed only because distances that appear longer are traversed in the same amount of time, thus defeating any purpose of simulation. So, first of all I DO NOT RECOMMEND this Project Immersion calculator. Ive seen it being mentioned many times and I think it has merit but its implementation of the maths is a tad too generic. Do not follow this but instead calculate yours yourself with the proper formula. FOV is easily calculated be taking half the height of the image image, not screen and dividing it by the viewing distance the distance between your eyes to the center of the screen. Crack The Code Maths Ks2 Torrent there. You apply inverse Tan on that result and then finish it by multiplying this by two. The reason half the screen height is used is because you are supposed to line the center of the screen with your eyes. That half height divided by the distance to your eyes provides the viewable angle when inverse tan is applied. It only describes the triangle on half of the screen 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 the center of the screen. For reference MY RIG currently produces an image height image, not screen of 5. FOV at 3. 5 3. How to calculate the proper vertical FOV v. FOV 2 x inv. Tan x Image. Height 2 Viewing. DistanceTherefore 5. Inverse Tan 1. 7,5. FOV 3. 53. HORIZONTAL FIELD OF VIEWThis doesnt really apply to r. Factor, Automobilista or GSCE but since this is a triple screens setup guide its worth mentioning. And going back very quickly to the right triangles, we already know that A inv. Tanab and that we need to double A in order to get the entire monitor angle and to halve the width of said monitor in order to get to a. All of that gives us the formula Monitor. Angle 2 x inv. Tan x Monitor. Width 2 x Viewing. Distance. So. You can simply calculate the total horizontal FOV by multiplying A by 6 instead of only by 2. As in 3 monitors times 2. That happens because there are three monitors but we are only calculating half of the viewing angle. How to calculate the proper horizontal FOV h. FOV Number. Of. Monitors x 2 x inv. Tan x Monitor. Width 2 x Viewing. DistanceTherefore 8. Inverse Tan 3. 0,1. FOV 1. 814. ADDITIONAL TIPS AND ADJUSTMENTSIt goes without saying but in case youre 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 andor seat in order to align your eye line with the middle of the screens that way you wont 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 2. Always 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 youll be able to use and the best visual experience you will get. OBS Catch 2. 2 here The larger the screen and the closer you sit in relation to it the higher your v. FOV will be. And the higher your FOV the higher the side monitor angles should be. When your monitor 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 reflections from the other screens better mitigated on projector setups. But not only that as you will now have depending on your screens size a certain amount of your side screens far beyond your field of view, thus potentially keeping locked 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. Level the horizon for the cockpit view of your favorite cars in your vehicle. CAM files Orientation. Offset0. 0, 0. 0, 0. Remove all the artificial cockpit vibrations in your. PLR files. Cockpit Vibration Mult. Cockpit Vibration Freq. Cockpit Vibration Mult. Cockpit Vibration Freq.