![]() ![]() An Oculus rift is like taking that same size picture frame and hanging it on your nose so it uses a 110 degree FOV while being accurate to where you are in the car, what you would see and most importantly how it feels. At 27 inches away from my nose my ultrawide had a calculated FOV of around 40 degrees. Imagine sitting in a car looking through a picture frame as you move the frame closer you see more and as you move the frame away you will see less of the world through it. You can certainly learn to drive around it and be fast but you are building a lot of bad habits doing that. The wrong FOV will make the car feel really twitchy and video gamey. Now if you take a regular monitor and crank up the FOV to 110 degrees you will see a lot more but you'll be driving as if you were in the back seat. The main issues with VR is the fuzziness for distant objects, the screen door effect, and the hardware it takes to run 90fps while driving 2560X1440 worth of pixels. The ultrawide is great I love mine its awesome for gaming and productivity but it doesn't show any more than my VR setup and that's not including one full eye in VR. I can made a video on youtube of it but may somebody just. My monitor FOV is setup using the proper distance to size calculator. Hello, I successfully run DIrtRally 2.0 in 3D but now Depth3D is causing flickering every second. The bottom is the stream from my ultrawide driving a Miata the top is VR in a Ferarri. Here's a comparison of my stream from back when I was running my 21:9 monitor for racing and from VR. ![]()
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