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projecting the "up" view


Mozart

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Hi from a newbie.

 

Has anybody ever tried projecting the up view or something similiar?

I only find front and approx. 45 deg. sideviews in the 3 monitor/beamer setups, but for dogfighting one is usually banked, so the opponent should be in front and above, so that's where I would want to look at least as much as the sideviews.

Also low inverted flying should be so much cooler!

 

So before I build a projection box or a tilted front screen and fail miserably, any experience is appreciated... ;-)

 

Yours, Mozart.

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The 45 up view is controlled by the "viewDy= " line in the monitor setup lua. "0" is straight ahead, I believe "1" will tilt the camera up, "-1" down. You can fine tune it using decimals. Forgive me if wrong... it's been a long time since I messed with those settings.


Edited by JG14_Smil
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The 45 up view is controlled by the "viewDy= " line in the monitor setup lua. "0" is straight ahead, I believe "1" will tilt the camera up, "-1" down. You can fine tune it using decimals. Forgive me if wrong... it's been a long time since I messed with those settings.

 

JG14 is right.

 

You can create how much view-ports as you want in DCS.

 

I made a example with 5 view-ports for demonstration:

 

The used "MonitorSetup - LUA":

_  = function(p) return p; end;
name = _('5 Screen');
Description = 'Configuration with 5 identical monitors each with its own camera'
Viewports = 
{
    Left = 
    {
         x = 0;
         y = 0;
         width = screen.width / 5;
         height = screen.height;
         viewDx = -1;
         viewDy = 0;
         aspect = screen.aspect / 5;
    },

    Center = 
    {
         x = screen.width / 5;
         y = 0;
         width = screen.width / 5;
         height = screen.height;
         viewDx = 0;
         viewDy = 0;
         aspect = screen.aspect / 5;
    },

    Right = 
    {
         x = screen.width * 2 / 5;
         y = 0;
         width = screen.width / 5;
         height = screen.height;
         viewDx = 1;
         viewDy = 0;
         aspect = screen.aspect / 5;
    },

    Back = 
    {
         x = screen.width * 3 / 5;
         y = 0;
         width = screen.width / 5;
         height = screen.height;
         viewDx = 2.4;
         viewDy = 0;
         aspect = screen.aspect / 5;
    },
    
    Up = 
    {
         x = screen.width * 4 / 5;
         y = 0;
         width = screen.width / 5;
         height = screen.height;
         viewDx = 0;
         viewDy = 1;
         aspect = screen.aspect / 5;
    }
}


UIMainView = Viewports.Center

A additional explanation how this lua calculates the screen positions schown on the "Right" viewport:

 

Right =

{

x = screen.width * 2 / 5;

this line gives following command:

take sceenwidth found in options.lua and divide this value with 5 and multiply with 2.

- so the X starting point for this viewport is = 1536

because:

3840

/

5

*

2

-----

= 1536

 

 

And this is how it will look if used with a resolution of 3840x768:

attachment.php?attachmentid=61223&stc=1&d=1326544666

 

With a eyefinity 5 setup and 5 projectors (and a lot of V-ram and even more tweaking...) you should be able to create a similar projection like seen here:

 

 

 

 

More on this mater:

http://forums.eagle.ru/showthread.php?p=1343099#post1343099

 

Just pulled out this old thread because I found now a Impressive example what can be done with the different view-port feature that's build in in DCS. Finally zahry heard my prayers and load it up!

 

We talked already about it in post #11 how it can be used to eliminate the fish-eye-effect- but always whit the downside that TrackIR isn't rally usable any-more (was searching desperately for a video that shows this back then) .

 

When the view-ports are configured right you will not use the Tracker at all because you will have a 270° view. And you even could add a 4th view-port as a roof... and (if you want even a 5th as rear-view and have a 360° view in the end) :

 

 

 

 

(just don't pay so much attention to the text - some infos are plain wrong: The Hud isn't "true" collimated the Hud is rendered like a OSD at top of all layers and has no z-depth in FC/DCS -very annoying when using 3D- and the flight dynamics are lowFM in used aircraft...

Seems he want to sell this setups...)

 

Here is a schematic drawing to show you how this works:

viewport-cube.png

(Made this drawing mainly for some DCS-Wiki entries I have in mind...)

 


Edited by PeterP

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This is startting to look quite interesting... with 4 screens setup in cube like that might be quite good... but costly to get 4 projectors... what if you included 5th for the rear? :) One good thing I see with this is you wouldn't need trackIR

No longer active in DCS...

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  • 4 months later...

I actually run a cube like that with 4x 24" monitors + 2 touch screens its not perfect but it works great. Considering putting up a 5th as up as the front up covers half the view compared to the sides

 

Cant do that in a10 with 1 6970 tho it kills the fps with all them cams

1080 ti, i7700k 5ghz, 16gb 3600 cl14 ddr4 oc

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Nice Trigen, - I'm courious about seeing a photo of your setting :)

 

and hell - yeah !, - this kind of setup eats V-ream like a V-8 gasoline.;)

... the only workaround to get a little more out of the system is to use SoftTH - when you running still windowed -, so the appearance of the desktop hasn't to be stored in the V-ram any more.


Edited by PeterP

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