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PostPosted: 21 Sep 2009, 22:16 
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Joined: 07 Jul 2007, 23:55
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Just tried the demo. That formula works pretty well... until you go past 16:9. At 1920x768, which is the widest it will let me go, the formula returns 59.3606095 degrees, but that's too small. 63 degrees looks about right.

I'm stumped for the time being


Pardon me for stating the obvious but are you taking into account the fact that the game is a mix of hor + and vert -?


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PostPosted: 21 Sep 2009, 23:05 
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Joined: 07 Nov 2005, 04:16
Posts: 3010
Without any way to quantify just how much is hor + vs. vert -, it's very hard to devise a formula that takes it into account.

I did come up with a hypothesis - that the angle determines a "cone" of FOV, and that what you see is a rectangle inside the circle. Like this:


The circle is the base of the cone, and the rectangle inside is your actual FOV. The triangle is a side cross-section of the cone.

y is one half of the linear vertical span of the FOV. If true hor + is maintained, this will be constant.

x is one half of the linear horizontal span of the FOV. This should increase with the FOV angle.

r is the radius of the circle.

z is the height of the cone, and is constant.

Theta is half the angle of the cone, and corresponds directly to the FOV setting.

And let's call the aspect ratio "w."

So,
tan(Theta) = r/z
z*tan(Theta) = r

x*x + y*y = r*r
w = x/y
x = w/y

(w*w)/(y*y) + y*y = r*r

(w*w)/(y*y) = z*z*tan(Theta)*tan(Theta)

(w*w)/(tan(Theta)*tan(Theta)) = z*z*y*y

So I've been trying to find out the values of "z" and "y" when hor + behavior is maintained by finding multiple w and Theta values that result in hor +'ness. But I need a break now - I'm just frustrating myself. Plus I'm not entirely sure I did the math right (and I have absolutely no clue if this hypothesis is even remotely correct in the first place).


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PostPosted: 21 Jun 2010, 10:42 
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Joined: 21 Jun 2010, 10:07
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Civ 4 does support some other widescreen multi monitor formats (I use 5760x1200, 6k x 1200 is also possible)... but FOV for these is totally wrong by default. Setting it to around 65 works OK, tho.


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PostPosted: 18 Aug 2010, 20:56 
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Joined: 16 Sep 2006, 12:18
Posts: 121
Was anyone able to get CiV IV running with SoftTH? I tried but was not successful...

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PostPosted: 21 Aug 2010, 17:15 
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Joined: 16 Sep 2006, 12:18
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Got it up and running now with Soft TH 1.06. Last problem is the mouse ingame. the cursor and the current position of it on the game map differ by 1920 pixels. Any ideas?

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PostPosted: 29 Dec 2015, 21:36 
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Joined: 29 Dec 2015, 21:31
Posts: 1
The_cranky_hermit wrote:
Just tried the demo. That formula works pretty well... until you go past 16:9. At 1920x768, which is the widest it will let me go, the formula returns 59.3606095 degrees, but that's too small. 63 degrees looks about right.

I'm stumped for the time being.


You can't stump the Trump.


(Thanks for the tips btw)
Happy civving :twothumb:


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