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From: Frank C <li...@si...> - 2004-07-27 01:57:20
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On 26-Jul-04, at 9:22 PM, Keith Wiley wrote: > Frank C wrote: > >> On 26-Jul-04, at 5:57 PM, Keith Wiley wrote: >> >>> What is the generic field of view of all the various first-person >>> computer >>> games? My own sloppy experimentation suggests that my binocular >>> field >>> (bounded by the bridge of my nose) is around 70 degrees... >> >> >> Most FPS games default to around 90 degrees of horizontal FOV - but >> under normal circumstances Quesa's uses vertical FOV, so 65-70 sounds >> about right. > > Hmmm, well that does it make it a little more interesting. So you're > saying the camera fov attribute governs the vertical fov, not the > horizontal? That wasn't my initial expectation. What do you mean by > "normal circumstances"? Can it be either depending on the details? Quesa's fov always affects the smallest aspect of the viewport, so "normal circumstances" in this case means if your 3D window is wider than it is tall (usually the case for games), the fov is the maximum view angle of the vertical aspect. In Quake, if you have a fov of 90 and your screen has a 3:4 aspect ratio, the vertical fov is actually 3/4*90 (67.5) which is why 70 degrees looks just about right for a Quesa view with the same aspect, since it gives you a horizontal fov of 4/3*70 - about 93 degrees. Hope that makes sense! Frank. |