"your monitor is a window into the virtual world"), you end up with incredible tiny FOV angles. If you calculate what kind of FOV you need for a realistic rendering (i.e. Your observation that FOV is unnatural is correct. Anyway, that's just tangentially related, so back to your issue: So the numbers themselves can be pretty confusing and differ quite a bit from game to game. Other games don't even work in degree at all and instead give you FOV as percentage of some baseline FOV they don't specify. Sometimes it's the vertical FOV, in other the horizontal, sometimes maybe even the diagonal. So now I turn to you.ĭid somewhere along the evolution of first person games, people just accept that an unnaturally high FOV was better? If so why do so many people say that such high FOVs look natural? Is everybody just sitting a foot away from their monitors?įirst of, most games only refer to "FOV", but don't specify what exactly they mean by it. I thought maybe it was because having two points of view combined it somehow changed the value, I thought maybe the curvature of the eyes did something, but those were both just stupid and didn't fix anything. I spent some time over the last 6 months trying to figure out why that is. Now, I know I can't be the first person to come up with something like this, and if there's some kind of higher-level math that could prove me wrong, I'd love to see it cause I don't get why the answers are so low. I used the variables I used because I thought those were the ones that people would generally know. Plus is anyone wants to devise their own way, that's also great. And if anyone can make a script to do it for people online, that'd be pretty great. I could show you guys the process to getting there, but using the Math input panel made just the end formula enough of a pain. 'd' is the distance your eyes are away from the center of the monitor, which needs to be in the same units as the diagonal length of the monitor 'w' is the diagonal length of the monitor All that matters is that it's correct relative to 'a', the actual values don't matter 'b' is the vertical, or just the vertical resolution. 'a' is the horizontal in the aspect ratio of the monitor, or just the horizontal resolution Here's the formula if anyone else want to figure out where I went wrong: I was using a 21.5 inch monitor and sitting about 18 inches away. Long story short I decided to come up with a pretty simple mathematical way to figure out how much of my field of view the game was taking. That was weird to me because every single PC gamer I've ever talked to keeps telling me that 90 or around there is a good fit. I tried changing it and found about 50-60 fit comfortably and looked natural. ![]() About six months ago I tried Minecraft on the PC and noticed a massive fisheye effect immediately.
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