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Comment on WebGL Terrain Flyover Demoparent

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Interesting point. I would pick B because a game's virtual camera doesn't necessarily stick around in the head of your player avatar the whole game, but can shift behind, beside, overhead it as well as flying around the scene cinematically.

If someone is going to start to nitpick about the unreality of B versus A, then they ought to also address the lack of a dynamic focus and changine depth of field that our visual system handles so automatically that we are unaware that it is even happening and that CG doesn't do this.

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