![]() Anamorphic also is locked hor/vert but uses black bars instead of stretching. Alternatively the game could be locked with a 90 degree horizontal FoV for widescreen, which would have the opposite effect, the image would look fine on a widescreen monitor and squeezed on the narrower 4:3 monitor. Since the widescreen monitor is wider, the image gets stretched across the monitor. This means you see the exact same thing on a widescreen monitor as you do on a 4:3. ![]() ![]() Stretch: In this method you choose the vertical FoV and horizontal FoV and they remain locked at that value (55 and 70) and do no math. So we can use the resolution to find the aspect ratio (640/480 = 1.333~, 1920/1080 = 1.777~, 1920/1200 = 1.6) and we can approximate that since a 4:3 640x480 screen is 1.333~ times wider than tall, our vertical fov of 55 has a 1.333~ times wider horizontal fov of 73, pretty close to the estimate.īut adjusting the FoV to the shape of your monitor gives very different results depending on if you used the vertical FoV or horizontal FoV as your known value. You can approximate the value by dropping the trig, and width / height is just your aspect ratio (AR). Though the field of view ends up at around 70/55 on a 4:3 screen, it's actually calculated based on your aspect ratio (horizontal resolution / vertical resolution) and either a preset horizontal or preset vertical FoV using one of these formulas: hFoV = 2 * atan (tan(vFoV / 2) * (width / height)) or vFoV = 2 * atan (tan(hFoV / 2) / (width / height)). #Fov for 1920x1080 tv#You'll find many console games have a slightly smaller field of view because sitting 6 ft away from your TV takes up less of your own field of view unless you have a big TV, so the game's field of view is reduced to keep people comfortable. The eye has something around a 150 degree horizontal FoV and a 120 degree vertical FoV and the 70/55 of games is usually just a bit more than how much of your vision your screen takes up at 2 feet away, providing a comfortable experience neither claustrophobic (too low of FoV) or naseuating (too high of FoV causes motion sickness for some). Most games in 4:3 have about a 70 degree horizontal FoV and 55 degree vertical FoV. Your field of view in a 3d game is an angular measurement from the point of the camera. the terminology makes this stuff hard to grasp and explain. If you disagree with how I think this works please keep it civil though. ![]() but I'll first explain my layman's knowledge of the methods for determining your field of view (FoV). This is a continuation of this thread: cuz there was some stuff I wanted to respond to. ![]()
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