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360 FOV
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Mod blending various projections to get an uncapped FOV (based on Flex FOV)
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Runs entirely on the client. Works on vanilla servers.
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About
Description
360 FOV
Minecraft mod that extends the FOV range from 110° to 400° using a combination of projection techniques.
Preview
How it works
The mod renders the surrounding world into a six-face cubemap and reprojects it in a single shader pass.
Different projections are blended together as the FOV increases. By default:
| FOV | Projection |
|---|---|
< 120° |
Rectilinear |
120°–160° |
Rectilinear → Panini/stereographic hybrid |
160°–220° |
Panini/stereographic hybrid → Fisheye (azimuthal equidistant) |
220°–300° |
Fisheye → Mercator |
300°–340° |
Mercator |
340°–360° |
Mercator → Equirectangular |
360°+ |
Equirectangular |
At 360°, the entire sphere is visible. Above 360°, the view wraps around.
Wherever the view is pure Rectilinear, the mod hands the frame back to Minecraft's normal renderer at the matching FOV, so normal FOVs cost no extra performance. Every other FOV is drawn from the cubemap.
Usage
The mod uses the vanilla FOV slider. Set the FOV in Video Settings and the projection will update automatically.
The thresholds can be changed in game under 360 FOV Settings → FOV Thresholds.... The bar covers every FOV from 30° to 400°. Each point on the bar sets the projection used from that horizontal FOV upward, and the view blends into the next point's projection between two points. Click the bar to add a point (up to 12), drag to move one, and right-click to remove one. The available projections are Rectilinear, Panini/Stereographic (the pitch-dependent hybrid above), Panini, Stereographic, Fisheye, Mercator and Equirectangular. Blends can be Ease Out, Linear or Smooth. Rectilinear stops widening above 170°, and Panini and Stereographic stop widening above 330°.
Configuration
Settings can be changed in game from Video Settings → 360 FOV Settings..., or with the Open 360 FOV Settings keybind (unbound by default, under Controls → Key Binds → 360 FOV). The keybind also works when Sodium replaces the Video Settings screen.
Settings are saved to config/fov360.json, which is created on first launch and can also be edited by hand. Edits made to the file while the game is running require a restart. Reset All in the settings screen restores every default.
Edit FOV projection thresholds and blending.
Configure a rear view camera
More screenshots in the Modrinth gallery here.
Text description of configuration
| Key | Default | Description |
|---|---|---|
splitScreen |
false |
Splits the window into forward and rear halves, each using the full FOV. Intended for two monitors at 180° to create a seamless full-sphere view. |
invertSplitScreen |
false |
Swaps the forward/rear halves and the side on which the GUI is displayed. |
faceSizeCap |
2048 |
Maximum resolution of each cubemap face. Higher values improve quality at high FOVs but increase VRAM usage. Range: 256–4096. |
lowResTopBottomFaces |
false |
Uses lower resolution for the top and bottom capture faces, except for the face currently being viewed. |
antialiasSamples |
4 |
Supersampling used during reprojection. Valid values: 1, 2, or 4. |
projectionPoints |
see above | List of { "fov", "projection", "blend" } points, fov from 30 to 400. projection is one of RECTILINEAR, PANINI_STEREOGRAPHIC, PANINI, STEREOGRAPHIC, FISHEYE, MERCATOR, EQUIRECTANGULAR. blend is EASE_OUT, LINEAR or SMOOTH and controls the blend from the previous point. |
rearOverlay |
false |
Shows a rear view window on top of the game. Ignored while splitScreen is on. Hidden with F1. |
rearOverlayX, rearOverlayY |
0.35, 0.02 |
Top-left corner of the rear view window as a fraction of the window size. |
rearOverlayWidth, rearOverlayHeight |
0.30, 0.18 |
Size of the rear view window as a fraction of the window size. Minimum 0.05. |
rearOverlayFov |
70 |
Horizontal FOV of the rear view. Range: 30–120. |
rearOverlayRenderScale |
50 |
Render resolution of the rear view in percent of its on-screen size. Range: 25–100. |
rearOverlayFps |
0 |
Maximum redraw rate of the rear view. 0 (Sync FPS) redraws every frame. Range: 0–60. |
rearOverlayMirror |
true |
Flips the rear view horizontally like a car mirror. |
rearOverlayBorder |
true |
Draws a frame around the rear view window. |
Known issues
- FOV mismatch: Minecraft's FOV slider represents vertical FOV, while the projection shader uses horizontal FOV. The resulting angular range therefore varies with the aspect ratio and projection being used.
- Performance: The surround view can require up to six world render passes per frame instead of one.
- Rendering edge cases: Billboard and particle rendering, shader mod compatibility, and some corner geometry have not been fully tested.
Attribution
Projection math is ported from Flex FOV by Shaun LeBron, which is itself a fork of Render360 by 18107.
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