360 FOV

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360 FOV

By xpncvrOwner

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Mod blending various projections to get an uncapped FOV (based on Flex FOV)

Mod Loaders
Minecraft
26.3 26.2

About

Description

360 FOV

Minecraft mod that extends the FOV range from 110° to 400° using a combination of projection techniques.

Preview

360 FOV 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:

FOV Projection
< 90° Rectilinear
90°–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.

Usage

The mod uses the vanilla FOV slider. Set the FOV in Video Settings and the projection will update automatically.

Configuration

The configuration file is created at config/fov360.json on first launch.

Changes require a restart.

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.

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.

License

GNU Affero General Public License v3.0 or later

Bugs and contact

Contact @xpncvr on discord if you want to report a bug or feature