NVGs FOV underestimated?
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I’m opening a topic that I had already discussed: if we read the documents about NVGs, we see that they often mention an FOV equal to 40°.
so if I take as reference the key points of the cockpit , as described in the manual page ( see below)
we see that the current FOV is much lower than what we should see in game
I traced with redline an approximative FOV we should have : I think that this kind of comfort is not insignificant…and the way around is not to put your head back…normally there is the seat behind …so I think the FOV should conform with the reference sitting position -
@suhkoi69 as we discussed in the other thread with those docs, the FOV changes with your in game total FOV. It would be nice if it was fixed to the 40° FOV throughout the FOV range.
Another issue though I would like to see some day that NVGs don’t have a focus. In real life, you can’t read anything inside the cockpit with NVGs and need the lower FOV in an ironic way to look under to read the instruments.
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@Snake122 said in NVGs FOV underestimated?:
@suhkoi69 as we discussed in the other thread with those docs, the FOV changes with your in game total FOV. It would be nice if it was fixed to the 40° FOV throughout the FOV range.
Another issue though I would like to see some day that NVGs don’t have a focus. In real life, you can’t read anything inside the cockpit with NVGs and need the lower FOV in an ironic way to look under to read the instruments.
Correct
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All good points…one particular point is how big is your resolution and what FOV do you use …what can you see vs what can the human see. The default FOV in the sim is 60 degrees. There definitely needs to be some massaging of this code to make it better based on selected resolution and/or some compromises.
If you want to know about what 40 deg FOV feels like, make half-dollar coin size “binoculars” with your hands and hold them right up against your eyes. That’s about right.
Regarding being able to read through the goggles. We focus them to near infinity IRL. If we made stuff within the cockpit blurry we might have a problem with “looking under” the goggles, but it might be worth a shot to see how well it does or doesn’t work. Toggling them on/off quickly like we can already do might also be a compromise / simulate the “look under”.
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@mirv I own and use both helmet mounted NVG and helmet mounted thermal imaging for work. I often drive using NVG and use the thermal when on foot. I think replicating it’s exact use on a 2d screen would be pretty tricky? To simulate focus I imagine you need to limit that to the NVG fov only or you just fix one issue and create another.
I’m not sure how a pilot’s helmet is set up, but I run mine on a bump helmet with a Wilcox bridge. It’s quick and easy to roll up out of the way which the sim does by toggling them on or off? Or are the pilot’s NVG on a “fixed” mount?
I generally leave them on once I’m clear of the airfield and at an 82 degree FOV find you can “look under” them fairly well at the MFDs etc.
Cheers!
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On the ANVIS-9 there is a little push button on the left side you press then you can rotate them up and lock them in the up position. You can do it one handed but I always seemed to push the button with my left hand and pull them down with my right hand. If you were too aggressive or even whacked your NVGs on the cockpit frame you could knock them out of the helmet mount. PITA….
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@lew0984 said in NVGs FOV underestimated?:
@mirv I own and use both helmet mounted NVG and helmet mounted thermal imaging for work. I often drive using NVG and use the thermal when on foot. I think replicating it’s exact use on a 2d screen would be pretty tricky? To simulate focus I imagine you need to limit that to the NVG fov only or you just fix one issue and create another.
Honestly, to be “that guy,” DCS does I think as well to be expected for 2D, and most resolutions of VR it does it okay for stereoscopic. If you go wide FOV VR (Pimax, Varjo), you need to use a mod for convergence.