BHawthorne wrote:
Randomoneh wrote:
Hey Brad, I'm sorry but I'm new to projectors in general. I've seen some of your setups on different forums and I admire you greatly fir what you've done. Would you mind answering this for me?
Let's say I've build something like this myself, or I have bought a curved LCD (good luck to me with that).
Seeing as all (99.8%) of all games and "simulators" out there are using rectilinear projection, is there a software that would be able to hook into DirectX / OpenGL early on and produce a cylindrical /fisheye image with consistent image quality all across the screen (unlike after-warping, which would result in a loss of resolution closer to the center we get)?
Not sure I understand your question. Pixels are a physical thing projected. Your projectors have a fixed amount. The pixels that splash outside the projection area are lost regardless of when you inject the correction. This is a physical loss, not virtual. To minimize that you have to be mindful of where you mount your projectors to minimize the loss. This is common to all circular screen regardless of pre-warp software used. I suppose you could create custom ground mirrors or optics designed to put most pixels within the screen area but that would be diminishing returns with the engineering involved. The whole idea behind software correction is to not have to expend large stacks of money on hardware solutions.
If I slide my HFOV slider to 179° in any popular game, because of the rectilinear projection I will get an unrecognizable mess. Now, If software tries to warp that mess, the end result will be slightly better but still unrecognizable mess.
So, what software needs to do is to tap into the game before scene is rendered the way it is and render the scene cylindrically / spherically.
Actually, the most simple way to ask this question would be: is there a software that can inject a code into a modern game and allow me to render 360° view ( or anything above 179.999°) on my 360° screen?