Marco
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Put all feelings of the world in one thing. That's music.
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Post by Marco on Jul 14, 2023 12:17:34 GMT
I know this is an old topic and it seemed explained by you. But this is annoying me a little bit. When you look straight up or down and then turning left or right, the textures are warping in width and height.
This was your explaination back then.
"TFE uses a standard projection matrix, so looking up and down should look like other 3D games. Though one thing to note is that the maximum angle is slightly less than 90 degrees because the camera does need a slight look direction, so the ground will never look perfectly flat even at maximum pitch - which might be what you are seeing."
1. It doesn't look like in other games. 2. It's not the angle of the ground or the ceiling to the player that's wrong, it's the warping aspect ratio of the textures.
To clearify my point I made two videos. One from TFE and one from vkQuake. You can see the behavior is different. In vkQuake, the rectangle in the texture is not changing proportions. Even in an angle less the 90 degrees, the proportions are always right. But in TFE the width and hight proportions are warping very obvious.
Attachments:vkQuake.avi (1009.91 KB)
TFE.avi (718.62 KB)
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tp555
Full Member
 
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Post by tp555 on Aug 2, 2023 10:44:00 GMT
Hi Marco This is a Typical Fov issue (The Fish Eye Effect ^^) www.youtube.com/watch?v=mQBeCZlEclE in Nolf 2 you see this much more , but Nolf2 use Fov , not sure if TFE use a Proper Aspect Ratio (Just Expanded Screen) or Fov , because X Y Fov is exactly Aligned like the 4:3 Original , for Nolf 2 the same with Fov 118 ! Dark Forces was in 16:9 , and Nolf2 was in 21:9 Fov 118 !
The Conseqenses with too much Fov ! www.youtube.com/watch?v=nB2brMLAAiwBut in your Videos i don't see much , may Capture it from your Monitor like me !
PS. But i know Fov is sometimes a big Mindfuck or some Trip  Cheers !
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Marco
New Member
Put all feelings of the world in one thing. That's music.
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Post by Marco on Aug 2, 2023 12:21:15 GMT
Thanx for your response.
This has nothing to do with FOV. No matter how hight the FOV is set, when you look direclty down, you have a plane object parallel to the camera right in front. So you have no distortion. And if that would be the case, The object would be stretched horizontaly not verticaly (like in TFE)
I made another video with vkQuake and TFE. In vkQuake with high FOV you can see there is no warping in proportions on the rectangle in the texture. In TFE there is, without high FOV and the stretching is contrary to a FOV fish eye effect and its right in the middle of the screen in a plane object close and parallel to the camera.
And a screenshot from TFE where you can see the changed proportions. Its the same spot on the ground but tilted 90 degrees. To see it better i tilted the second screenshot too. So the rectangle is in the same orientation as in the first screenshot.
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Post by lucius on Aug 24, 2023 20:16:51 GMT
The issue is that you cannot look exactly straight down in TFE. Its close, but there has to be some "forwardness" to the direction vector for gameplay reasons. This isn't a bug but an engine limitation.
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Marco
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Put all feelings of the world in one thing. That's music.
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Post by Marco on Aug 25, 2023 6:09:39 GMT
Ok. I See. We are missing a point here. If it’s the case, the rectangle would have a slightly trapeze shape (vanishing point) and would not change completely in width and hight proportions. That’s not how perspectives works. And if it’s almost close to straight down or up, it shouldn’t be noticeable or barely noticeable. For example, take a camera, point it straight to a picture of a square or rectangle. Then tilt the camera between 3 and 5 degrees up or down. Then rotate the picture 90 degrees and you will see what I mean. But I will leave it now. This was my second attempt to explain my point.
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Post by lucius on Aug 29, 2023 18:03:34 GMT
Modern games (and games made to support higher resolutions, such as Quake and newer) calculate the aspect ratio assuming that pixels are square, which is why everything stays square. Older games, such as Dark Forces, were designed to work with rectangular pixels to display at 320x200 on a 4:3 monitor. This adds an extra 1.2x scaling in one axis versus the other. You wouldn't really see this kind of effect in the original game since there is no real pitch (it is faked using y-shearing). A proper perspective matrix is indeed used, but the resulting scale isn't the same on each axis.
I don't plan on removing the aspect ratio correction because that makes the image look "fat" because you are stretching out the rectangular pixels to square. Though I might add the option at some point.
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Marco
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Put all feelings of the world in one thing. That's music.
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Post by Marco on Aug 30, 2023 11:17:23 GMT
Ah ok. I have guessed it has something to do with the old VGA resolution on CRTs. That’s the explanation I needed. Thanx.
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