> For the complete documentation index, see [llms.txt](https://docs.v-nova.com/technologies/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.v-nova.com/technologies/v-nova.presenz/v-nova-presenz-documentation/zone-of-view.md).

# Zone Of View

The area within which V-Nova PresenZ allows for head movement

**The Zone Of View (ZOV)**

Understanding the concept of the Zone of View (ZOV) is crucial to working with V-Nova PresenZ. In a standard precomputed rendering, a perspective camera projection is used, which is centered around a point of view (POV), or focal point. However, this type of rendering can cause issues in VR because the user’s perspective is locked to the POV, meaning that the user can’t see any objects that are not visible from this point of view. But in VR, the users can make head movements; those movements, like in real life, should change the perspective on the scene.  In VR, if we are locked to a single POV, this causes cybersickness, discomfort, and poor immersion.

V-Nova PresenZ, on the other hand, renders from a Zone Of View (ZOV) that gathers all the information that is visible from within this zone. The ZOV is a volume box with a default size of 1 by 1 meters and a height of 0.5 meters. However, this size can be adjusted.

The benefit of using the ZOV is that the user running the PresenZ Player can move freely inside this viewing volume and experience a proper perspective change on the pre-rendered 3D scene. This means that the user can explore the virtual world from different angles and viewpoints, like in real life, resulting in a more immersive and engaging VR experience.

![](https://2927645607-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F1djoRwqtVhAs0LOpvzC9%2Fuploads%2FXj1wL3y0kOt6n4bAeX3y%2F1.jpeg?alt=media)

{% hint style="info" %}
***Note:** When the user is outside of the ZOV, it appears as if he was looking through a portal to the VR  scene.*
{% endhint %}


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