How far away should I sit from the TV I just read some health issues pertaining to this
2 / 2
[quote name='videopho' post='1137808' date='Oct 27 2010, 04:12 PM']I have 73" DLP and my viewing distance is 12' out.
For movies BR materials, 12ft is great.
When gaming with 3d, it's a different story.
I feel like I want get at least 2 ft closer to the screen so I can shoot with more accuracy. LOL[/quote]
I feel like I am always leaning in to get closer when i have the 3d glasses on. In all honesty its preference for the set/distance. Secondly it really matters also on brightness and eye strain... if you are in a dark room staring at a tv set... really close... it probably is doing damage.
Just keep comfort, eye strain and clarity in mind :)
[quote name='videopho' post='1137808' date='Oct 27 2010, 04:12 PM']I have 73" DLP and my viewing distance is 12' out.
For movies BR materials, 12ft is great.
When gaming with 3d, it's a different story.
I feel like I want get at least 2 ft closer to the screen so I can shoot with more accuracy. LOL
I feel like I am always leaning in to get closer when i have the 3d glasses on. In all honesty its preference for the set/distance. Secondly it really matters also on brightness and eye strain... if you are in a dark room staring at a tv set... really close... it probably is doing damage.
Just keep comfort, eye strain and clarity in mind :)
[quote name='Psylacus' post='1137827' date='Oct 27 2010, 05:53 PM']I feel like I am always leaning in to get closer when i have the 3d glasses on. In all honesty its preference for the set/distance. Secondly it really matters also on brightness and eye strain... if you are in a dark room staring at a tv set... really close... it probably is doing damage.
Just keep comfort, eye strain and clarity in mind :)[/quote]
yeah, having some sort of accent lighting in the room at least is essential IMO. No overhead lights of course, just a small lamp nearby is enough. I love lamp.
And sitting closer to the screen during 3D can help with overall 3D effect in most situations. Definitely, the more of your field of vision the screen fills, the more immersed you'll feel in the game. True for 2d or 3d, but just a lot more so with 3D. Ideally in FPS the corners of the screen will appear to be touching the rims of the glasses. this is really awesome especially if game has high enough FOV setting or allows you to adjust it. for new vegas i've been running FOV 90 and it really looks much better to me
[quote name='Psylacus' post='1137827' date='Oct 27 2010, 05:53 PM']I feel like I am always leaning in to get closer when i have the 3d glasses on. In all honesty its preference for the set/distance. Secondly it really matters also on brightness and eye strain... if you are in a dark room staring at a tv set... really close... it probably is doing damage.
Just keep comfort, eye strain and clarity in mind :)
yeah, having some sort of accent lighting in the room at least is essential IMO. No overhead lights of course, just a small lamp nearby is enough. I love lamp.
And sitting closer to the screen during 3D can help with overall 3D effect in most situations. Definitely, the more of your field of vision the screen fills, the more immersed you'll feel in the game. True for 2d or 3d, but just a lot more so with 3D. Ideally in FPS the corners of the screen will appear to be touching the rims of the glasses. this is really awesome especially if game has high enough FOV setting or allows you to adjust it. for new vegas i've been running FOV 90 and it really looks much better to me
[quote name='Psylacus' post='1137827' date='Oct 27 2010, 05:53 PM']I feel like I am always leaning in to get closer when i have the 3d glasses on. In all honesty its preference for the set/distance. Secondly it really matters also on brightness and eye strain... if you are in a dark room staring at a tv set... really close... it probably is doing damage.
Just keep comfort, eye strain and clarity in mind :)[/quote]
yeah, having some sort of accent lighting in the room at least is essential IMO. No overhead lights of course, just a small lamp nearby is enough. I love lamp.
And sitting closer to the screen during 3D can help with overall 3D effect in most situations. Definitely, the more of your field of vision the screen fills, the more immersed you'll feel in the game. True for 2d or 3d, but just a lot more so with 3D. Ideally in FPS the corners of the screen will appear to be touching the rims of the glasses. this is really awesome especially if game has high enough FOV setting or allows you to adjust it. for new vegas i've been running FOV 90 and it really looks much better to me
[quote name='Psylacus' post='1137827' date='Oct 27 2010, 05:53 PM']I feel like I am always leaning in to get closer when i have the 3d glasses on. In all honesty its preference for the set/distance. Secondly it really matters also on brightness and eye strain... if you are in a dark room staring at a tv set... really close... it probably is doing damage.
Just keep comfort, eye strain and clarity in mind :)
yeah, having some sort of accent lighting in the room at least is essential IMO. No overhead lights of course, just a small lamp nearby is enough. I love lamp.
And sitting closer to the screen during 3D can help with overall 3D effect in most situations. Definitely, the more of your field of vision the screen fills, the more immersed you'll feel in the game. True for 2d or 3d, but just a lot more so with 3D. Ideally in FPS the corners of the screen will appear to be touching the rims of the glasses. this is really awesome especially if game has high enough FOV setting or allows you to adjust it. for new vegas i've been running FOV 90 and it really looks much better to me
Resolution aside, for human scale vision (if your into accurate FPS), try matching your physical H/VFOV to your virtual camera's H/VFOV. When you achieve that an object 10m back into the virtual scene will appear the same scale as in the physical world. There are limits to this of course, distortion will crop in when you get too large a virtual FOV.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
Resolution aside, for human scale vision (if your into accurate FPS), try matching your physical H/VFOV to your virtual camera's H/VFOV. When you achieve that an object 10m back into the virtual scene will appear the same scale as in the physical world. There are limits to this of course, distortion will crop in when you get too large a virtual FOV.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
Resolution aside, for human scale vision (if your into accurate FPS), try matching your physical H/VFOV to your virtual camera's H/VFOV. When you achieve that an object 10m back into the virtual scene will appear the same scale as in the physical world. There are limits to this of course, distortion will crop in when you get too large a virtual FOV.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
Resolution aside, for human scale vision (if your into accurate FPS), try matching your physical H/VFOV to your virtual camera's H/VFOV. When you achieve that an object 10m back into the virtual scene will appear the same scale as in the physical world. There are limits to this of course, distortion will crop in when you get too large a virtual FOV.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
[quote name='keltie' post='1137975' date='Oct 27 2010, 11:15 PM']Resolution aside, for human scale vision (if your into accurate FPS), try matching your physical H/VFOV to your virtual camera's H/VFOV. When you achieve that an object 10m back into the virtual scene will appear the same scale as in the physical world. There are limits to this of course, distortion will crop in when you get too large a virtual FOV.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.[/quote]
Huh? I think I got it but ..... well....... :blink:
[quote name='keltie' post='1137975' date='Oct 27 2010, 11:15 PM']Resolution aside, for human scale vision (if your into accurate FPS), try matching your physical H/VFOV to your virtual camera's H/VFOV. When you achieve that an object 10m back into the virtual scene will appear the same scale as in the physical world. There are limits to this of course, distortion will crop in when you get too large a virtual FOV.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
Huh? I think I got it but ..... well....... :blink:
[quote name='keltie' post='1137975' date='Oct 27 2010, 11:15 PM']Resolution aside, for human scale vision (if your into accurate FPS), try matching your physical H/VFOV to your virtual camera's H/VFOV. When you achieve that an object 10m back into the virtual scene will appear the same scale as in the physical world. There are limits to this of course, distortion will crop in when you get too large a virtual FOV.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.[/quote]
Huh? I think I got it but ..... well....... :blink:
[quote name='keltie' post='1137975' date='Oct 27 2010, 11:15 PM']Resolution aside, for human scale vision (if your into accurate FPS), try matching your physical H/VFOV to your virtual camera's H/VFOV. When you achieve that an object 10m back into the virtual scene will appear the same scale as in the physical world. There are limits to this of course, distortion will crop in when you get too large a virtual FOV.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
Huh? I think I got it but ..... well....... :blink:
For movies BR materials, 12ft is great.
When gaming with 3d, it's a different story.
I feel like I want get at least 2 ft closer to the screen so I can shoot with more accuracy. LOL[/quote]
I feel like I am always leaning in to get closer when i have the 3d glasses on. In all honesty its preference for the set/distance. Secondly it really matters also on brightness and eye strain... if you are in a dark room staring at a tv set... really close... it probably is doing damage.
Just keep comfort, eye strain and clarity in mind :)
For movies BR materials, 12ft is great.
When gaming with 3d, it's a different story.
I feel like I want get at least 2 ft closer to the screen so I can shoot with more accuracy. LOL
I feel like I am always leaning in to get closer when i have the 3d glasses on. In all honesty its preference for the set/distance. Secondly it really matters also on brightness and eye strain... if you are in a dark room staring at a tv set... really close... it probably is doing damage.
Just keep comfort, eye strain and clarity in mind :)
Just keep comfort, eye strain and clarity in mind :)[/quote]
yeah, having some sort of accent lighting in the room at least is essential IMO. No overhead lights of course, just a small lamp nearby is enough. I love lamp.
And sitting closer to the screen during 3D can help with overall 3D effect in most situations. Definitely, the more of your field of vision the screen fills, the more immersed you'll feel in the game. True for 2d or 3d, but just a lot more so with 3D. Ideally in FPS the corners of the screen will appear to be touching the rims of the glasses. this is really awesome especially if game has high enough FOV setting or allows you to adjust it. for new vegas i've been running FOV 90 and it really looks much better to me
Just keep comfort, eye strain and clarity in mind :)
yeah, having some sort of accent lighting in the room at least is essential IMO. No overhead lights of course, just a small lamp nearby is enough. I love lamp.
And sitting closer to the screen during 3D can help with overall 3D effect in most situations. Definitely, the more of your field of vision the screen fills, the more immersed you'll feel in the game. True for 2d or 3d, but just a lot more so with 3D. Ideally in FPS the corners of the screen will appear to be touching the rims of the glasses. this is really awesome especially if game has high enough FOV setting or allows you to adjust it. for new vegas i've been running FOV 90 and it really looks much better to me
Ubelsteiner Rig
Intel Q9550 @ 3.9Ghz
Asus P5E-VM HDMI
4x2GB DDR2-1000
Nvidia GTX 570 (900/1800/2000)
Creative X-Fi
In-Win BR-665
Mitsubishi 60" DLP
Just keep comfort, eye strain and clarity in mind :)[/quote]
yeah, having some sort of accent lighting in the room at least is essential IMO. No overhead lights of course, just a small lamp nearby is enough. I love lamp.
And sitting closer to the screen during 3D can help with overall 3D effect in most situations. Definitely, the more of your field of vision the screen fills, the more immersed you'll feel in the game. True for 2d or 3d, but just a lot more so with 3D. Ideally in FPS the corners of the screen will appear to be touching the rims of the glasses. this is really awesome especially if game has high enough FOV setting or allows you to adjust it. for new vegas i've been running FOV 90 and it really looks much better to me
Just keep comfort, eye strain and clarity in mind :)
yeah, having some sort of accent lighting in the room at least is essential IMO. No overhead lights of course, just a small lamp nearby is enough. I love lamp.
And sitting closer to the screen during 3D can help with overall 3D effect in most situations. Definitely, the more of your field of vision the screen fills, the more immersed you'll feel in the game. True for 2d or 3d, but just a lot more so with 3D. Ideally in FPS the corners of the screen will appear to be touching the rims of the glasses. this is really awesome especially if game has high enough FOV setting or allows you to adjust it. for new vegas i've been running FOV 90 and it really looks much better to me
Ubelsteiner Rig
Intel Q9550 @ 3.9Ghz
Asus P5E-VM HDMI
4x2GB DDR2-1000
Nvidia GTX 570 (900/1800/2000)
Creative X-Fi
In-Win BR-665
Mitsubishi 60" DLP
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
/ ... .... .. - / .... .- .--. .--. . -. . -..
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
/ ... .... .. - / .... .- .--. .--. . -. . -..
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.[/quote]
Huh? I think I got it but ..... well....... :blink:
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
Huh? I think I got it but ..... well....... :blink:
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.[/quote]
Huh? I think I got it but ..... well....... :blink:
This isn't always that easy to do as most games are authored for a scaled experience (physical FOV is far less than virtual FOV) on a small screen (small relative to distance).
You may end up a lot closer to the screen that you'd imagine trying to achieve this and any one of: screen resolution, screen brightness or 3D convergence/depth could cause you problems. Getting too close for the available resolution will just result in a less than rewarding experience. Too much brightness may leave you a little frazzled after a long session (leave gamma out of it for now). Its the stereoscopic settings however that will really screw with your head/eyes ears and stomach. They should match your screen size, screen proximity and intra-ocular distance. The NVIDIA 'value' that is set for 'depth' makes an assumption about these distances. Be conservative to start. A value of 1-5 may be more correct in this case.
You may end up going back to a scaled experience as 1:1 vision may not be your thing or your kit is not up to it.
For movies, let the guys in the shop have their say perhaps, it's completely arbitrary and to your preference.
Huh? I think I got it but ..... well....... :blink: