It "is" possible to extend/shrink the width of the view by adjusting the viewport of the camera in the game engine, but most games seem to just change the FOV instead, and in the worst cases they adjusting the vertical FOV as well making the view zoomed in our out, messing the viewpoint up. The "fisheye" effect is there to simulate side vision, a few games/game engines tend to overdo that value. Personally I hate the "fisheye" effect as I usually play on a single 16:10 screen, if I had multiple screens where the side screens are partly angled to the side of my head I wouldn't need the fisheye effect at all. Sadly not all games/developers/game engines get this right, so you get a combination of odd behaviors like: Image stretched in width, or the view is zoomed in or out. So if the game was designed for 16:9 then the game engine should automatically adjust so things look right (less width or more width in the image seen). Some games only have a FOV set for the design aspect ratio, Some games have different FOV presets for 4:3, 16:9 and 16:10. So it's the width in the relation to the height that define the aspect ratio,Īnd thus the FOV should also dynamically adapt. The game engine they use is supposed to calculate the FOV based on the screen aspect ratio.Īs screen aspect ratio has a static height which is the industry standard in TV, Movies, and Games (well, Games tend to mess this up a lot). The developers designed the game to look the way it looks. Normally you would never need to mess with the FOV. Which brings us to the main issue and reason why people mess with the FOV. The higher the value, the more bent the view looks, you gain left and right view area but they edges look bent or stretched, how much depends on the game engine and developers design choice. ![]() The smaller the value, the flatter the view looks, and you loose left and right view area. Other games use 80 or 85, or 90, 95, some even use 100. The FOV people talk about is the horizontal (width) FOV.ĭo not assume 90 degrees though as many games use other values, like Valve which seems to use 70 or 75 or something like that I think? There is also a vertical FOV but that is usually untouched and static. Use that to calibrate your code as I use the "proper" way to calculate, based on math articles on FOV etc. One of the best Field Of View Calculators (Not just bragging, it really is!): I might just go out and buy one of these games these people are talking about and experiment some. Thanks for your reply, its sparked a curiosity point for me I might explore a little more but i'm not going to spend a lot of time on it. ![]() But after looking around the internet some more it seems as if games don't actually do that all the time, there are thousands of posts and links from people discussing aspect ratio in relation to FOV and devoting, it seems, a lot of time to solving what they think is a problem for widescreen with various calculators and software "fixes" and adjustments etc. To me, it would seem as you said, that a game should detect what the display parameters are and adjust accordingly (basically thats what you said isn't it? I think), at least thats what i would have thought. Not sure I understand everything you said, I don't have any experience with this and i'm not sure what is meant by the fish eye thing you mentioned as I don't have anything to relate to in this matter.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |