Xmas said:
Yes you get stretching at the screen edges, in the screen plane, but that does not result in distortion because the FOV angle covered stays the same.
I looked at it a little closer with pen and paper and yes I agree. That should be the case.
I am unable to replicate it though with half-life or quake 3. Setting a high FOV and approaching the screen until you can no longer see any distortion; turning my eyes I can still see a large amount of distortion. Same thing even if I sit with my nose almost touching my screen and distance myself.
It's either due to binocular vision(monitor is not infinitely far away, very far from it actually) or HL/quake 3 isn't using GL_NICEST projection.
Xmas said:
Sure cylindrical screens would be nice but they are a pain to render to. Flat widescreen monitors give you some of that immersion for less money and effort.
There's the highly speculative, "what if" discussion with rediculously wide/huge displays vs smaller displays of much more difficult geometry. And there's the more sensible discussion about which traditional display makes more sense in traditional use.
Silly discussion first:
It doesn't have to be exactly cylindrical. There are people who have used a stacks of LCDs displays in cylindrical configuration(all pointing to the viewer in the center) and rendered each one individually to emulate this. Wouldn't a display made up of flat, tall rectangular LCD strips be possible to mass produce?
Could you use many small back projectors on a spherical shell and render each one separately with regular projection? Of course there'd be severe issues with keeping the brightness even and with dying projector lightbulbs needing replacement, but with very high brightness LEDs it might not be insumountable. It certainly makes more sense having a small spherical shell with about an arms radial distance to the center than covering an entire wall with a screen to get an equivalent experience.
Of course, multi display solutions put much more stress on transformation hardware as you'll have to redo it for every display, but there are much fewer pixels rendered than an equal performing rediculously wide screen(as pixels per angle of view won't become much larger at high angles where you have poor vision anyway).
Now with the sillyness over:
At arms length my monitor is about as good as 9:5 at emulating the aspect ratio of my peripheral vision(The HUD is also quite customary to place at top or bottom, further increasing the aspect ratio in effect, so I would still like the have some safety margin). In many games it is not possible to change player FOV, for sake of cheating no doubt, and there wide aspect ratios seem to be cropped vertically more often than 4:3 get cropped horisontally. It would be nice to have some statistics on this(though this is not really a technical argument for either aspect ratio, it would just be the sad reality of doing something different from the norm).
To really get the benefit from very wide screens(such as panavision) that you suggest, you have to be very close. And even then the benefit will be dubvious as halving the distance to the screen you will have to have quadrupel the number of pixels being rendered to get the same 'apparent' resolution at the center of the screen as before. So it isn't obvious that you want to cover your entire FOV with the display.
What you suggest also means that I either have to get a monitor that is much larger than the measily 21 inch diagonal I am using right now, which is extremely expensive(not to mention difficult since I also very much dislike LCDs. Hopefully SED will kill 'em before my aging CRT craps out), or suffer severe eye strain from sitting way too close for hours on end.
Xmas said:
That was obviously just reiterating that width is more important than height.
How do you figure? It is a statement of the impracticality of building displays that fill your entire FOV using a single flat screen.
Xmas said:
And wider aspect ratios match even better.
Not at arms length from a 21 inch viewable CRT they don't. Wider or larger displays than this with the desired quality very quickly increase in price.
Xmas said:
Of course not. There are optical and architectural reasons for that, and artistic ones as well. Still, widescreen is popular for movies.
Some have argued that it's original intent was to make the movie going experience better than watching the same movies on a TV, by making the TV perform much worse.
Xmas said:
That's a bit costly, unfortunately.
Yes. But if they expect people to keep paying these rediculous prices for movie tickets to rehashed junk they better have some incentive for doing so.