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ALL Game Engines Render WRONG

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  • Kurt Russell Fan Club
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    Kurt Russell Fan Club polycounter lvl 9
    Yeah, you're not going to get realistic results from that shader. It's written to simulate realistic distortion at a low level of bending. I did it in fifteen minutes so you could see the differences and ideally create a scene to help convince people. The last thing I wanted was for you to think it's correct and go on to try to prove it wrong as well.

    You want to get into the maths and learn to write shaders if you need something that's 100% physically accurate.
  • Omnicypher
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    Omnicypher polycounter lvl 9
    Photobucket ruined everything.
  • fearian
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    fearian greentooth
    +1 for fisheye warping, as long as it's subtle.

    I agree that 'proper' perspective warping isn't the most important issue in gaming tech, but when you see all the very minor visual updates rolling out in UDK and Cryengine, it's easy to find a ton of pretty things that have a much smaller impact on gameplay.

    If you think of games like Mirrors Edge, where scale and perspective count for a whole lot, correct FOV distortion would be a significant change.

    Yes, the small surface area of a monitor means it's not needed in huge amounts, but if you look at the Occulus Rift VR tech, it's essential.
  • Scruples
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    Scruples polycounter lvl 10
    Just here to throw some wood on the fire.
    Most of the distortion effects are created from putting a 90° fov on a monitor that for most people will only occupy maybe 35°-45° of their vision at most. The rest of the distortions are created by mapping something curved onto something flat, our monitors.

    panoexample2.jpg

    630px-Panotools5618.jpg

    Oculus rift because it does use a curved screen has to "pre-warp" the rectilinear images to get the lines to actually appear straight to the viewer.
    oculus-rift-pre-warp-600x379.jpg
  • jeffdr
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    jeffdr polycounter lvl 11
    Scruples wrote: »
    Most of the distortion effects are created from putting a 90° fov on a monitor that for most people will only occupy maybe 35°-45° of their vision at most. The rest of the distortions are created by mapping something curved onto something flat, our monitors.

    Yes, what he said. Also, a couple years ago at 8monkey we tried this effect for a game prototype. It was sort of cool. It didn't look any closer to real human vision in any real sense but did look more like a fisheye lens would. Probably because of the projection onto the flat surface (the monitor). It wasn't "better" but we settled at the time for "different". Wider fields of view make it more apparent, as has been noted.

    Also in case it bears repeating, distorting the final image is the only real way to do this (moving vertices is hopeless), which then causes other artifacts such as aliasing or blurring, unless the source image is rendered at a very high resolution.
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