Author Topic: Immersive environment version of FSO?  (Read 2236 times)

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Immersive environment version of FSO?
Hardware configuration: One video card, two outputs.
Each one of those two has a Matrox TripleHead2Go device attached to it.

Screen resolution is 4800x600, one desktop stretching across all the monitors.

Note that the screens are not individually controlled by multiple video cards; they are controlled by one video card and split into a massive ridiculously long single screen.

Each screen is 800x600 by itself and represents a section of the larger whole.

Screen 1 = Control interface CRT
Screen 2 = projector (Left)
Screen 3 = projector (Front)
Screen 4 = projector (Right)
Screen 5 = projector (Rear)
Screen 6 = <not used>
(There is no projector for the floor or for the ceiling.)

Arrangement: Screens 2 through 5 are together in a cube form.

Since Screen 6 is unused, I am asking for a means to create a panoramic view of FreeSpace Open that will stretch across Screens 2 through 5, 3200x600 resolution, windowed mode, using the notation (or other notation) above. The view must incorporate a forward, left, right, and rear view. Is it possible to modify the camera to do this within the limitations of the SCP code?
« Last Edit: March 13, 2008, 07:02:13 pm by Gregster2k »

 

Offline Polpolion

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Re: Immersive environment version of FSO?
Situational awareness, FTW.

 
Re: Immersive environment version of FSO?
All he needs is trackIR and he's set.
Fun while it lasted.

Then bitter.

 

Offline Herra Tohtori

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Re: Immersive environment version of FSO?
Step 1: Add feature to FS2_Open that allows you to project the HUD as a HUD instead of spread to the rendered screen

Step 2: Build a cockpit of a FreeSpace ship of choice - Apollo might have most references - complete with integrated controls (joystick, pedals, keyboard) and HUD screen

Step 3: Build a half-sphere shaped canvas and a projector that can be used to project image to it's entire area, with at least 2048 pixels wide resolution

Step 3: Set the field of view to 180 degrees wide with -fov 1.57 and project the "fish-eye" render onto the inner surface of the half sphere. It should look like this:



Position the mock-up cockpit so that your head is approximately at the center of the half sphere, looking forward. And if you're very rich and powerful, add another half sphere and project the rear view there. :p
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: Immersive environment version of FSO?
I can see bill gates doing this with Microsoft flight simulator 10.
Fun while it lasted.

Then bitter.

 
Re: Immersive environment version of FSO?
All he needs is trackIR and he's set.
Step 1: Add feature to FS2_Open that allows you to project the HUD as a HUD instead of spread to the rendered screen
Step 2: Build a cockpit of a FreeSpace ship of choice - Apollo might have most references - complete with integrated controls (joystick, pedals, keyboard) and HUD screen
Step 3: Build a half-sphere shaped canvas and a projector that can be used to project image to it's entire area, with at least 2048 pixels wide resolution
Step 3: Set the field of view to 180 degrees wide with -fov 1.57 and project the "fish-eye" render onto the inner surface of the half sphere. It should look like this:

<picture removed for quoting's sake>

Position the mock-up cockpit so that your head is approximately at the center of the half sphere, looking forward. And if you're very rich and powerful, add another half sphere and project the rear view there. :p
Note: The system I described in my first post does exist. Those who operate the device are interested in using FreeSpace Open on it.

I'm asking if it's possible to code the realtime rendering to work at 3200x600, with both the front and rear (and sides) in one single, enormous render. As a side question, I'm also asking if the Heads-Up Display can render to only one 800x600 portion of this 3200x600 render, so that only the space corresponding to "front" has it. I'd like to know from the team if they think the engine would even permit an attempt at something like this.

No TrackIR or head tracking devices of any kind used here. Just four projectors acting as one enormous screen that surrounds the player.

Disclaimer: I don't know C myself, but I have classmates who might be interested in trying this.
« Last Edit: March 13, 2008, 11:42:37 pm by Gregster2k »

 

Offline taylor

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Re: Immersive environment version of FSO?
The HUD code might need a bit of a rewrite, but otherwise it should be technically possible without having to rewrite everything.  You would have to do little bit of rewriting to make the game frame render all 4 views at the same time.  Some changes to the OpenGL code would be needed to move the viewport around to get the large size screen setup that you want, but it is possible.  In fact, if you were creative enough and get the OpenGL code changed just right you could avoid any changes to the HUD code and just have to make the additional changes for the game frame.

So, yeah, it's possible in the current code without having to do any significant rewriting.

 
Re: Immersive environment version of FSO?
Sweet, that's what I wanted to know. Thank you, Taylor.  :)

  

Offline Dark RevenantX

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Re: Immersive environment version of FSO?
Thank god the widescreen fov bug is fixed, otherwise the target brackets could be on a completely different screen than they are supposed to be!