Wide Angle Camera
Allows for very high FOV by implementing novel projections.
Screenshots 4 screenshots
About this mod Author’s original text
White Knuckle Wide Angle Camera Mod
Adds novel projection techniques to White Knuckle to allow for much greater fields of view with more pleasant distortion profiles.
This is done by rendering the game six times in each direction to the panosphere which represents the view in all directions from the player's perspective.
Then a shader is used to project pixels on the screen to directions in the panosphere and resolve what color they should be based on the panosphere rendering.
Features
A very wide FOV, via four distinct camera projections, and two cartographic projections, see below to read more about them
Also the following configuration dials to tune performance mostly:
- Cubemap resolution, which scales the clarity-to-performance ratio of the camera; higher resolution increases clarity but costs more render time, thereby lowering performance.
- Hand synchronization, which renders the in-world hands via another wide angle camera so that their position matches, but also lowers performance albeit to a lesser extent than increasing cubemap resolution.
- Toggleable backface rendering, which controls whether the camera should render the direction behind the player or not, this is needed only if your field of view is set to a value which allows you to see more than 270° across any line on your screen. Without it enabled, if your field of view is high enough, you may see borders on the edges of your screen.
- Toggleable extreme field of view unlock, which does away with my mostly sensible field of view upper bounds in the settings menu slider and replaces them with a maximum value much closer to what is theoretically achievable by the selected projection.
Stereographic Projection
Stereographic projection is the same in function as the vanilla rectilinear projection. It projects a point on the panosphere to the view plane by casting a ray through the sphere onto the plane.
The difference between stereographic projection and rectilinear projection is where the point of projection lies, for rectilinear, this point is the center of the sphere.
However for stereographic projection this point resides at the north pole, therefore rays can be cast from the projection point through the sphere for any point except the north pole.
Unlike rectilinear projection which cannot possibly cast a ray through the equator or anywhere behind it such that it will intersect the view plane.
As a result stereographic projection is asymptotically limited to a field of view of 360° instead of 180°.
Stereographic projection is a conformal projection that preserves angles at intersections of curves which means locally shape is preserved, unlike rectilinear projection which preserves the straightness of lines but stretches shapes.
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An ambulation along the haunted pier at 242×180° field of view
Azimuthal Equidistant Projection
Equidistant projection projects points onto the view plane such that their distance from the center is proportionally correct to the distance to that center point on the panosphere,
and such that all points are along the correct direction from that center.
As you might have noticed from that description, distances from any point on the screen to the reticle correspond directly to the angle between the rays intersecting that point in space and the reticle.
As such, a given point on the screen will always require the same amount of mouse motion to point yourself towards, unlike other projections which do not preserve angular distance.
I suspect this property might be the most beneficial for aim once sufficiently accustomed to the visuals. I also suspect it is the projection Hyper Demon uses, although it uses a different projection technique that I cannot independently replicate to confirm.
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Perambulating the waste heap at 270×152° field of view
Equisolid Angle Projection
Equisolid projection maps the environment onto the view plane such that any given area on the plane is equal to the area it occupied on the panosphere.
While this propert
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: