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Stretched edges on ultrawide resolution

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Vehicular Bonanza!?, Mar 23, 2020.

  1. Vehicular Bonanza!?

    Vehicular Bonanza!?
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    Hi,

    I have an ultrawide monitor with aspect ratio 32:9 (3840x1080p). Beamng supports this resolution, and the center of the field of view looks fine, but left and right side of the view are extremely stretched and objects in this area appear to be much much closer than they are (notice two screenshots; the red building on the right is actually much farther away, as seen in the second screenshot). As a result I think I miss out on the real physical view I could potentially have with such an ultrawide resolution and this view is traded for some weird artifact of the perspective.

    My idea how it should look: everything should appear normal. My eyesight can see even wider than the whole monitor and nothing appears stretched when I look at things (yes, even if I don't look directly at them, but I notice them at the edge of the field of my vision).

    Is there something wrong with my settings?

    Edit: I gave it a bit of thought and I think I know what the culprit is...it's clear that if I get wider and wider aspect-ratio, the view farther away from the center would be more and more distorted, eventually becoming just a weird smudge.
    The reason is how 3D scenery is projected onto the canvas (our screens). The "camera" consists of a point (focal point) and an infinite plane some distance from the focal point. If I want to know where an object, let's say the red building, will be displayed on the canvas, I cast rays from the red building to the focal point and trace where these rays cut the plane - that's where the drawing will be. The problem obviously is, that for things far away from the center of the view (that's defined as the closest point on the plane from the focal point), these will be stretched on the plane, because the angle at which they cut the plane is very small.
    Obviously, this is not how real world works. Realistically, the projection "plane" should really be a projection sphere with some curvature (ideally adjustable and hence equal to the curvature of the monitor). This way even if I stack the monitors all around me, there would be no stretching due to projection, because the sphere also goes all the way around the focal point.

    Now I can only guess why this is not implemented that way in the videogames:
    - my first guess would be that this might be more GPU expensive and therefore not preferred, as it's easier to calculate all the transformations and intersection of a line and a plane instead of line and sphere.
    - the code that handles this might be so low level, that devs don't bother implementing the spherical projection, too much work perhaps
    - the way projection is made is too set in and therefore devs might not even give it a second thought - it might not even occur to them that this is a problem
    - ultrawide and especially super ultrawide might be too niche of a market for anyone to bother implement this
    - it's easy to implement, but devs are just lazy (also, combination of this and the previous point)
     

    Attached Files:

    • beamng_stretched1.png
    • beamng_stretched2.png
    #1 Vehicular Bonanza!?, Mar 23, 2020
    Last edited: Mar 23, 2020
  2. Nadeox1

    Nadeox1
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    BeamNG Team

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    That is how it's supposed to look at the moment. Those screens did not even exists when we started. We don't have spherical projects, and I cannot promise whether we are going to have it or not, we need to check what is needed and the demand.
     
  3. Vehicular Bonanza!?

    Vehicular Bonanza!?
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    Well, Beamng.drive is literally a driving game and it's pretty typical to play such games on ultrawide resolution, hence justifying cylindrical/spherical projection...it would certainly look much better :)
     
  4. Nadeox1

    Nadeox1
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    BeamNG Team

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    Many of us (myself included) uses 21:9 monitors, so we get what you mean.
    But this issue is mostly visible on 32:9 than 21:9.

    Anyhow, we will look into what's possible, but no promises there.
     
  5. Vehicular Bonanza!?

    Vehicular Bonanza!?
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    By the way, just out of curiosity, in case you're a dev directly handling the game, how low-level is this projection thing? Is changing the plane to a cylinder a huge amount of work, or is it easy? Is the graphics engine completely custom, or is it something available (like Unreal, Unity...)
     
  6. Nadeox1

    Nadeox1
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    BeamNG Team

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    I don't have that information unfortunately.
    The game uses Torque3D Game Engine (Physics is in-house), which has been heavily modified through the years, and is now its own thing.
     
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