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Thread: Setting up your rFactor FOV - Tutorial

  1. #1
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    Post Setting up your rFactor FOV - Tutorial

    This tutorial has had to be made because rFactor does not allow for the Vertical FOV to be lowered in-game below 35. Please ISI allow the slider in rF2 to go down to 10!

    I surf through sim racing videos on YouTube almost everyday and only in the rarest occasion is someone using a customized view that suits there particular racing rig/desk. I am making this tutorial to help everyone understand and utilize several ways of adjusting your view to best suit your scenario. Most of these setups using forced FOV usually require a Triplehead or a very large screen. However single-smaller display setups can still benefit from a good tune.

    The goal of this tutorial is to make using rFactor more like a full out Driving SIMULATOR and less like a racing game. It should make your racing experience much closer to the real thing. iRacing has these calculations worked out automatically but the same immersion can be found in rFactor with this tutorial.

    It may help to think about it in these terms.



    That brown rectangle represents an average widescreen monitor sitting an average distance from a user, overlaid in a real world driving scene. What is in that rectangle is all you should see in-game.

    That means you should not see your dashboard or wheel. And you should have your Steering wheel shut off in the display options regardless as you most likely have a wheel, in your hands, right in front of you. You do not need two.

    As an example here is a single lap of Bathurst replayed in the VLN mods default cockpit FOV of 62.5 Vs an adjusted 20.5(my correct fov)

    Note the completely realistic sense of distance.

    FOV: (In-Game Vs Real-Life-------------------------------------------------------

    Your VERTICAL Field of View is the VERTICAL angle your virtual eye can see in-game.
    You can modify it in your rFactor under Settings>Display. If it is on "Default" then each mod/car will contain a different FOV and rFactor will use that. If you change it to a number "58" then rFactor will force that to be your FOV in all mods/cars.

    The extremes of the easily settable FOV in rFactor look like this.

    100 Degree FOV


    35 Degree FOV


    35 may seem close but if you compare to the first image with the brown rectangle it still isn't close enough. To calculate what you need to set your Field of View in-game to you must figure out what your RL-FOV is. That can be accomplished with the following method and measurements. (Get a tape measure)

    -TAKING MEASUREMENTS-----------------------------------------------



    Take the 2 Distances (Side 1&2) and your viewable Screen Height(Side 3) and put those numbers into this calculator.

    http://ostermiller.org/calc/triangle.html

    Here is an example of my setup in the calculator.
    http://img.photobucket.com/albums/v5...ms/FOVCalc.png

    My monitor has 12" of vertical height and I sit 39 inches from the bottom and 40 inches from the top to my eye. The resulting angle is what my personal setups FOV is, 17 Degrees.

    -EDITING CAM FILES--------------------------------------------------

    Trying to set rFactor to this low a FOV is not possible with the in-game setup options. Instead, you must exit rFactor and edit the .cam files for the cars you want adjusted with notepad. Yes every mod would need adjustment should you decide to change them all below 35 Degrees.

    Cam Files are located in "X:\rFactor\GameData\Vehicles\Modname\Carname\Carn a me_Cams.cam"

    When opened you will be presented with every camera available for the car. Starting with Nosecam, Cockpit, TV Cockpit, Swingman, Onboard1 etc etc. The one we are concerned with here is the Cockpit view. This allows for headbob and look to apex to remain intact. The default may differ per mod.


    EXAMPLE CODE
    Code:
    LocalCam=COCKPIT
    {
      Fov=(60.000000, 60.00000)
      Clear=TRUE
      Color=(164, 218, 249)
      ClipPlanes=(0.075000, 700.000)
      LODMultiplier=(1.000000)
      Size=(1.000000, 1.000)
      Center=(0.500000, 0.500)
      MipmapLODBias=(0.000)
      Flags1=(0)
      Flags2=(0)
      RadiusLimits=(0.000, 0.0000)
      OrientationRate=(999.000000, 999.000, 999.000)
      PositionOffset=(0, -0.1, 0)
      OrientationOffset=(-0.07000, 0.0000, 0.0000)
      Radius=(0.000000)
    The"Fov=(60.00000, 60.000000)" Must be changed to "Fov=(17.0000, 17.0000)" or whatever yours calculates to be.

    * I also remove the "7" from the OrientationOffset line making it all 0's. This will level the view.

    Remember, once back in-game the FOV setting must be set to "default" for rfactor to use this adjustment in the cam file.


    NOTE: I also opened and changed the Headphysics.ini per mod editing the

    HeadMass=6.0 to HeadMass=3.0

    making my head lighter causing less intense bounce with the new zoomed view.

    You can also use the head movement removal technique from this thread I found at RD. http://www.racedepartment.com/rfacto...t-rfactor.html

    Here is an example of my adjusted FOV of (17 Degrees)
    http://img.photobucket.com/albums/v5...3-08-12-65.jpg


    VIDEO OF ME ON THE NORDSCHLIEFE @ 17d FOV (Note how much more prominent the banks and gradients feel)
    http://www.youtube.com/watch?v=1ZzUq_G1hCw


    And here it is when you view it from real life.
    http://www.youtube.com/watch?v=H35yel60k54

    Here is a screenshot from a friend who is running SoftTH and we calculated he needed around 18.5 degrees of V-FOV in-game. http://img.photobucket.com/albums/v5...0163677824.jpg

    -CAMERA POSITION----------------------------------------------------

    Now other then setting the correct In-Game FOV you will most likely have to customize the camera position and angle. This can be done in 3 ways.

    First is the simplest by just adjusting you seat position. Most times this is good enough.

    More severe editing requires that the "PositionOffset" and "OrientationOffset" lines in the cam file be permanently altered changing the origins and angles of the camera in game. This method requires you to leave the game to make adjustments and then return to see the results. An annoyance since you never really can be sure how great an impact a small change can have. NOTE: I believe the increments are in METERS.. So changing 0.1 to 1.0 would move your in-game camera 3 feet! I use it to make some right hand drive cars into Left hand drive EXAMPLE Bathurst Legends Fords http://img.photobucket.com/albums/v5...3-47-05-74.jpg


    The last method for adjusting your camera position is on the fly is with Cam-Controls.

    To use the cam-controls offered in rFactor you must bind them all. They are Cam up, down, left , right, forward, backward, tilt up, etc, etc, etc. These can also be bound to analog inputs which I do recommend. Using a joystick for more finite controls helps greatly. There is also a "slow" key you can define to slow the movement of your adjustments.

    To change your in-car (or any) view you must first enable/toggle "free-move". Another key you may need to bind.

    Once Free-Move is on you can use your cam-controls to move the camera around to infinite extremes. You will however notice that the movement is not based around the cars position but the worlds X,Y,Z. So up may only be strait up when on flat ground and forward may move the camera sideways or back depending on the cars orientation on the track. It is up to you to sort out and correctly move the camera into position every time the car is reset.


    Once set the view can easily be lost by pressing "Esc" while in practice and can lose "tilt" even if you only cycle camera views. Perhaps the most dangerous part of this method is the fact that since "free-look" MUST be enabled for the view to stay, the slightest mouse movement can cause your view to spin. Not the best situation while racing. These are the limitations of this method but it is far easier and faster than editing every cam file individually.


    CAM ADJUSTMENT TUTORIAL VIDEO
    http://www.youtube.com/watch?v=YuS4PopkZ1c
    (This video has some errors I have worked out since)

    Since originally writing this tutorial I have moved my monitor 5" closer so my v-FOV is now 20.5 degrees.

    After several months at my perfect fov I find it very difficult to drive with it set to anything else.

    -VIRTUAL MIRRORS-------------------------------------------------------------

    I have also found out how to enable the virtual mirrors in cockpit view. It greatly enhances the playability of a low FOV.

    Go into your rFactor\Userdata\Your Name\Your Name.PLR file and edit the following line. It will not effect server join-ability.

    Near the bottom:

    [ Graphic Options ]
    Broadcast Overlay="0"
    Texture Detail="3"
    Vertical FOV Angle="34" // 34=use default, otherwise is the FOV for attached cameras (horiz is calculated based on aspect ratio)
    Rearview="1" // 0=Off, 1=Center and Side, 2=Center only, 3=Side only (virtual mirrors only, in-car mirrors are on/off)
    Allow Rearview In Swingman="0"
    Virtual Rearview In Cockpit="1"

    Set it to 1 to enable. If you would like to change the FOV the mirrors use please follow the instructions on this post http://www.racesimcentral.com/forum/...ll=1#post53364

    I encourage everyone to try their perfect FOV for a day or so. If you can move your monitor closer while racing that may make a huge difference in the feasibility of using a low FOV.

  2. #2
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    Excellent Tutorial. Thanks!

    I personally run around 40-60 depending on what car.

  3. #3
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    I also use around 50-60 for my FOV.

    You have to be really careful setting FOV because it can foreshorten corners and in some cases make chicanes undrivable.
    It also creates a new turn in point and braking point.

    So while you may get a FOV that looks the business it may ruin your driving experience.

  4. #4
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    Great post.

    I've always had to move FOV back when learning a new track, but once I have all my driving down I'll then move back in towards the steering wheel.

  5. #5
    Great tutorial indeed, thanks !

  6. #6
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    I like bigger FOV for better "fell of speed", in rF something about 70+, in LFS with those slower cars 90-95 is nice

  7. #7
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    Feel of speed with fish-eye and broken perspective? give us a break
    Catching corners and get distance to other objects is harder. That your view is unreal it is another story

    To ZeosPantera's article. It's good point to develop cameras for a mod. But in multiplayer, if you set camera only for own car, camera will be reset soon to settings used by other cars (to original ones of the mod).

    best regards

  8. #8
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    Quote Originally Posted by MystaMagoo View Post
    I also use around 50-60 for my FOV.

    You have to be really careful setting FOV because it can foreshorten corners and in some cases make chicanes undrivable.
    It also creates a new turn in point and braking point.

    So while you may get a FOV that looks the business it may ruin your driving experience.
    Actually, it does not foreshorten any corners or brake/turn in points. It just feels like it. Every distance is the same, all the speed is the same. It just looks and feels different.

  9. #9
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    Quote Originally Posted by MaXyM View Post
    Feel of speed with fish-eye and broken perspective? give us a break
    Catching corners and get distance to other objects is harder. That your view is unreal it is another story

    To ZeosPantera's article. It's good point to develop cameras for a mod. But in multiplayer, if you set camera only for own car, camera will be reset soon to settings used by other cars (to original ones of the mod).

    best regards
    In multiplayer, the view only gets reset if the server forces "in cockpit" view. If it doesn't, you can have your view look like anything. From just an adjusted FOV, to driving like you are playing GTA1.

    I do agree though, without a proper monitor/tv/projector setup, setting your FOV to what it should be makes the game difficult. I personally drive with my FOV somewhere between 30 degrees and what I should have 22 degrees. I use facetracking though which makes it much easier.

    Edit: Guess there is no automerge.

  10. #10
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    Quote Originally Posted by MystaMagoo View Post
    I also use around 50-60 for my FOV.

    You have to be really careful setting FOV because it can foreshorten corners and in some cases make chicanes undrivable.
    It also creates a new turn in point and braking point.

    So while you may get a FOV that looks the business it may ruin your driving experience.
    I use to use 58 before I knew better. As for the driving experience this will improve a sim experience and piss off arcade racers.

    Quote Originally Posted by Tim Wheatley View Post
    Great post.

    I've always had to move FOV back when learning a new track, but once I have all my driving down I'll then move back in towards the steering wheel.
    But Tim. Do you lower it to perfect? If you have a triplehead(which you should) Then this tutorial is for you.

    Quote Originally Posted by Adam Gutowski View Post
    I like bigger FOV for better "fell of speed", in rF something about 70+, in LFS with those slower cars 90-95 is nice
    90-95? Are you insane?

    Quote Originally Posted by MaXyM View Post
    It's good point to develop cameras for a mod. But in multiplayer, if you set camera only for own car, camera will be reset soon to settings used by other cars (to original ones of the mod).
    I will have to check that out. It should only occur on cockpit forced servers. Most only force cockpit/hood.

    Here's an official Race2Play event With me at my 20.5 cam edited FOV. (Note: This is a replay so the virtual mirrors do not show and I have my Look to apex edited higher then 100% in the PLR file)


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