Mirror Adjustment Guide and Tips

Here are two pics with:
"Rearview Independent":true,
"Rearview Independent#":"Whether width (horizontal FOV) can be controlled independently of height (vertical FOV)",

They are 4328x1080, I cropped to the mirrors edge from 5760x1080
I've gone towards each end of the FOV and so they are titled "stretch" and "squash".
As you can see, everything in the mirror is changed, not just the vehicle.

The stretch/squash is very obvious in the virtual mirrors. Not quite so easy to make out in the mounted mirror on the left though I do think I can see it working based on the squished look of the corvette's mirror in the 1/-89 pic. That's great if I can now get it to work. But as I said, when I use Ctrl+Shft with seat-down or seat-up I see the black box showing number changes for "mirror size" but nothing changes in the mirror view. I'll keep hacking away at it. But right now I am "tele-working". Better get back to work!
 
Could you upload your player.json here please .
I might hopefully spot a difference to mine because I'm out of ideas with your problem.
 
The stretch/squash is very obvious in the virtual mirrors. Not quite so easy to make out in the mounted mirror on the left though I do think I can see it working based on the squished look of the corvette's mirror in the 1/-89 pic. That's great if I can now get it to work. But as I said, when I use Ctrl+Shft with seat-down or seat-up I see the black box showing number changes for "mirror size" but nothing changes in the mirror view. I'll keep hacking away at it. But right now I am "tele-working". Better get back to work!
Can you post a link of the mod?
If it's no DLC, i can investigate what's the problem then.
 
sorry for delay, was checking out a few things. There's a big variable I forgot to mention that seems to be the root of the problem. I forgot to mention that I am running in VR. Didn't think it should matter but it does.

Just checked the car in monitor mode. It has been the non-historic challenge eve with no skin packs or anything. But what i saw in monitor mode is that ctrl-shft seat up/down does make the mirrors zoom in/out. That doesn't happen in VR! Still no stretch but just having the image change is a step forward. I'm seeing the same behavior whether lone eve or historic challenge. So it looks like i'm screwed using VR.
 
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sorry for delay, was checking out a few things. There's a big variable I forgot to mention that seems to be the root of the problem. I forgot to mention that I am running in VR. Didn't think it should matter but it does.

Just checked the car in monitor mode. It has been the non-historic challenge eve with no skin packs or anything. But what i saw in monitor mode is that ctrl-shft seat up/down does make the mirrors zoom in/out. That doesn't happen in VR! Still no stretch but just having the image change is a step forward. I'm seeing the same behavior whether lone eve or historic challenge. So it looks like i'm screwed using VR.
I have tried it out now.
The mirrors are modeled properly and they indeed use an own mirror.bmp texture (size: 2048 x 256), that is included into the package.
(That also causes the distorted mirror i guess, because the default size of the mirror.bmp is 1024 x 64, so with the default mapping and using a bigger sized texture, to get a better mirror, the texture should have the size 2048 x 128).
Then i have renamed my userdata folder, to avoid any problems with my current settings, by using a fresh generated one.
I then have changed "Rearview Independent":false, into "Rearview Independent":true, in the player.json.
Started the game and selected the Eve F1 and Silverstone.
Using ctrl+shift+ seat forward/rearward, zooms the mirror in or out.
Using ctrl+shift+ seat up/down, stretches/compresses the vertical size of the mirror.
All 4 actions show "mirror size" in the info box where you see the numbers changing.
So everything works as it should.
@Ricknau Maybe you also try it out with a fresh userdata folder, to check if it works then.
Do the same what i have done and you should get it working too. ;)
At least with a monitor.
I don't use VR, so i can not test it.
 
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Thanks man for checking all that out. Apparently VR puts limits on what can be adjusted. As I said earlier I'll just have to settle for the adjustments I have. It's not extremity bad. I just wanted to polish it a bit. Thanks too to Adsta for your help.
 
Thanks man for checking all that out. Apparently VR puts limits on what can be adjusted. As I said earlier I'll just have to settle for the adjustments I have. It's not extremity bad. I just wanted to polish it a bit. Thanks too to Adsta for your help.
Have you tried to adjust it when in "monitor mode", maybe the settings are used in VR mode too?
 
Hi Adsta - you mentioned if the dev of a mod hasn't implemented left and right movement - this is the bit we have no understanding of. Been doing this for 12 years now. If setting up the mirror we follow all the modding techniques they don't move independently. Not sure how these could be set up differently following the ISI way. Unless something has changed with S397 which has remained elusive.
Hi Flash did you get the mirrors working ? or is it still a mystery
 
Hi Adsta - you mentioned if the dev of a mod hasn't implemented left and right movement - this is the bit we have no understanding of. Been doing this for 12 years now. If setting up the mirror we follow all the modding techniques they don't move independently. Not sure how these could be set up differently following the ISI way. Unless something has changed with S397 which has remained elusive.
There are only a few things that have to be set up properly.
If you do the following, they will work.
- each mirror has to have it's own mesh
- put the meshes into the cockpit instance of the gen file (it probably works also, if you put it into the main
instance, but do you need adjustable mirrors in swingman view? ;)).
- the file names has to use the correct terms:
left mirror: ....._Lmirror_in.gmt
center mirror: ....._Cmirror_in.gmt
right mirror: ....._Rmirror_in.gmt
..... can be the car name or whatever you like.
- the used material has to have the name mirror!
I hope i didn't forget something.
If you stuck to get it working, send me a private conversation.
 
Hi Flash did you get the mirrors working ? or is it still a mystery
Hi Binny - yes we got the mirrors working a long time ago. thank you for your input. We've since released a new mod 2019 and onto 2020 soon. We even have a server race in house tomorrow night. FVRFactor Supercars on Facebook.
 
"Moving Rearview":0,
"Moving Rearview#":"Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOVonly, 3=both) - add 4 if you want to IGNORE head-tracking movement",

I set this value to 3 and suddenly all the mirrors are getting adjusted automatically :)

I was trying to adjust the mirror for the LMP 2 to Oreca. This is another thing.I'm not even sure if this is an official car or if this is was a mod. There is no description for the car in the interface.

Can anyone recommend how to achieve this?

I checked my player.json and it was already "Moving Rearview":3 but my mirrors in the C8-R don't automatically adjust.

I'm using a trackir if that makes a difference. I'll shut it down next time to see if it affects it.
 
4.
"Rearview Cull":false,

"Rearview Cull#":"Whether to cull objects in the rearview based on visgroups in the SCN file",

"Rearview_Back_Clip":0.0,
"Rearview_Back_Clip#":"Back plane distance for mirror (0.0 = use default for scene)",

If what you see in the mirrors seems to be sparse and objects suddenly appear and disappear then the two settings above should help you.
First off, we don't want to be culling objects so make sure you have “false” for the rear view cull.
The back clip is the distance in metres that can be seen in the mirrors. I have mine set to :1000,
So that is 1 kilometre, which looks so much better than the default and isn't a big fps hit, at least with me.

Unbelievable both of these defaults resulted in horrible mirrors. Culling should be false by default. Back clip distance should be way more than stock.

And this was on the official M6 GT3 at the official Imola 2018.

So much better now.
 
Unbelievable both of these defaults resulted in horrible mirrors. Culling should be false by default. Back clip distance should be way more than stock.

And this was on the official M6 GT3 at the official Imola 2018.

So much better now.
Probably enabled back when S397 was moving to DX11 and had lots of performance issues. Skies got culled, mirrors, anywhere they could find an extra frame per second.
 
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