Joe Wintergreen @joewintergreen.com · Jul 16

a lot of folks think this is strictly a third person camera accommodation but it isn't (though that is always a factor when you make that type of game), and it also isn't just about movement speed or pace or anything to do with what type of game you're making, it's "3d space on flat screen" problems

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Replies

Kristian Sivonen · Jul 16

It's a rectilinear projection issue - the 3d geo is projected to 2d preserving straight lines at the expense of everything else vs the human eye emphasizing what we're looking at, making a fisheye bulge of lines in peripheral vision. Curious if realistic scale w/ Panini projection would feel good.

Joe Wintergreen · Jul 16

the same reason it's hard to get a good photo of a group of people in a small room even though it's easy to have full awareness of them as a person who is present there

Leguim Mai · Jul 16

Seems like this problem wouldn't happen (to an extent) in 1st person VR, but now I'm curious about 3rd person VR

his infernal disciple · Jul 16

this is why i find it extremely difficult to find an FOV sweet spot because i feel like as soon as you start fucking around with it your sense of the environment and it's scale gets so warped. Whether it feels like you're too close or too far etc.