Anonymous edits have been disabled on the wiki. If you want to contribute please login or create an account.

Difference between revisions of "Glossary:Field of view (FOV)"

From PCGamingWiki, the wiki about fixing PC games
(→‎Understanding FOV: the objective FOV rule; the fish-eye effect is right)
 
(26 intermediate revisions by 13 users not shown)
Line 1: Line 1:
 
{{cleanup}}
 
{{cleanup}}
[[Image:Fov_diagram.png|300px|thumb|right|A diagram demonstrating field of view]]
+
{{Image|Fov diagram.png|A diagram demonstrating field of view}}
 
{{Video settings sidebar}}
 
{{Video settings sidebar}}
 +
{{feature|field of view (FOV)}}
 +
 
'''Key points'''
 
'''Key points'''
 
{{ii}} '''Field of view''' (FOV) is the amount of game view that is on display during a game.
 
{{ii}} '''Field of view''' (FOV) is the amount of game view that is on display during a game.
 
{{ii}} Wikipedia has an [[Wikipedia:Field of view in video games|introduction to field of vision in video games]]
 
{{ii}} Wikipedia has an [[Wikipedia:Field of view in video games|introduction to field of vision in video games]]
{{ii}} FOV options are crucial for using [[ultra-widescreen]] or [[multi-monitor]] resolutions in games.
+
{{ii}} FOV options are crucial for using [[Glossary:Ultra-widescreen|ultra-widescreen]] or [[Glossary:Multi-monitor|multi-monitor]] resolutions in games.
== What is FOV? ==
+
==What is FOV?==
 
An appropriate '''FOV''' is different depending on how far the player is away from a display.  
 
An appropriate '''FOV''' is different depending on how far the player is away from a display.  
  
Line 14: Line 16:
 
However, many games released on the PC (such as console ports) do not have the correct FOV adjustment, usually because the FOV has been kept the same as it was on the console version of the game.
 
However, many games released on the PC (such as console ports) do not have the correct FOV adjustment, usually because the FOV has been kept the same as it was on the console version of the game.
  
* [http://www.youtube.com/watch?v=blZUao2jTGA Video explanation of the problem].
+
* [https://www.youtube.com/watch?v=blZUao2jTGA Video explanation of the problem].
* [http://www.youtube.com/watch?v=DPDq_qvsKUA This can also cause problems with players who have migraines from having forced tunnel vision].
+
* [https://www.youtube.com/watch?v=DPDq_qvsKUA This can also cause problems with players who have migraines from having forced tunnel vision].
 +
 
 +
==Understanding FOV==
 +
===What is the right FOV?===
 +
While the right FOV is usually a matter of taste, there is in fact an objective rule: The 3D graphics should look natural to the vision center in your brain and your eyes. If you had a 3D computer model of your current actual reality, you could look at this model on a screen, so that it is perfectly aligned with the actual reality that you can see around the screen. You would have to set a certain FOV for that. Now, if you move the screen closer to you, or if you'd swap the screen for a bigger one, you would have to increase the FOV. If you move it further away (or if it "shrinks"), the FOV needs to be decreased.
 +
 
 +
===Geometry distortions===
 +
Geometry will appear distorted if there is a mismatch between actual screen FOV coverage and in-game FOV being rendered. This is true whether in-game FOV is lower or higher than actual [physical] screen FOV coverage.
 +
In case where rFOV (rendered FOV) exceeds tFOV (true FOV) of the screen, users will notice objects away from the center of the screen being stretched. On the other hand, objects away from the screen will appear shrunk if cases where tFOV exceeds rFOV especially for the HUD elements (when a certain FOV code is hackable).
  
== Understanding FOV ==
+
Great majority of popular PC games use rectilinear method of rendering virtual world onto the display surface. What this means is that game engine thinks of your display (or multi-monitor setup) as being perfectly straight surface. If user sets in-game horizontal FOV to value of 90°, game engine renders geometry according to the assumption that the user if facing left/right edges of the screen at a 45° angle (90° / 2 = 45°).  
=== What is the right FOV? ===
 
While the right FOV is usually a matter of taste, there is in fact an objective rule: The 3D graphics should look natural to the vision center in your brain and your eyes, which have evolved over millions of years. If you had a 3D computer model of your current actual reality, you could look at this model on a screen, so that it is perfectly aligned with the actual reality that you can see around the screen. You would have to set a certain FOV for that. Now, if you move the screen closer to you, or if you'd swap the screen for a bigger one, you would have to increase the FOV. If you move it further away (or if it "shrinks"), the FOV needs to be decreased.
 
  
=== What about the fisheye-effect? ===
+
As written before, the cause of visible distortions is a mismatch between engine assumption of the user's position [relative to the display] and user's actual position relative to the display.
You can see fisheye-distortions at the periphery of your screen (usually only left and right because of the horizontal aspect ratio of the screen) when you use higher FOV settings (e.g. >100°). These distortions have a purpose: In reality, what you see is quasi wrapped around your head, but the screen is only in front of you, so to achieve the same vision, the graphics need to be distorted. Just look at the center from the viewing distance correct for this FOV, and it should be just right.
 
  
=== Vertical and horizontal FOV ===
+
===Vertical and horizontal FOV===
 
One difference that often causes confusion is the measurement of FOV - most titles will expose the number horizontally, some games however, measure FOV in the vertical.
 
One difference that often causes confusion is the measurement of FOV - most titles will expose the number horizontally, some games however, measure FOV in the vertical.
  
Line 34: Line 41:
 
To further complicate matters, some games expose the horizontal number but internally compensate for the aspect ratio. [[Team Fortress 2]] is also an example of this -- depending on the aspect ratio, 90 FOV is likely not "really" 90. On the other hand, a game that does NOT compensate for aspect ratio is [[Quake]]. These behaviors are more commonly recognized as 'Hor+' and 'Vert-' respectively.
 
To further complicate matters, some games expose the horizontal number but internally compensate for the aspect ratio. [[Team Fortress 2]] is also an example of this -- depending on the aspect ratio, 90 FOV is likely not "really" 90. On the other hand, a game that does NOT compensate for aspect ratio is [[Quake]]. These behaviors are more commonly recognized as 'Hor+' and 'Vert-' respectively.
  
=== Vertical FOV Calculator ===
+
===Vertical FOV Calculator===
When faced with a game using vertical FoV, you can use [http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php this calculator] to convert from the standard horizontal FOV, into a vertical FOV. It was designed for [[Battlefield: Bad Company 2]], but it should work for most games using vertical FOV.
+
When faced with a game using vertical FoV, you can use [http://themetalmuncher.github.io/fov-calc/ this calculator] to convert from the standard horizontal FOV, into a vertical FOV.  
  
 
A few examples for common monitor resolutions:
 
A few examples for common monitor resolutions:
 
* 90° horizontal FOV @ 1920 x 1080 = 59° vertical FOV.
 
* 90° horizontal FOV @ 1920 x 1080 = 59° vertical FOV.
 
* 90° horizontal FOV @ 1920 x 1200 = 65° vertical FOV.
 
* 90° horizontal FOV @ 1920 x 1200 = 65° vertical FOV.
 +
* 90° horizontal FOV @ 1920 x 1440 = 74° vertical FOV.
  
== Fixing resources ==
+
==Fixing resources==
=== Widescreen Gaming Forum ===
+
===Widescreen Gaming Forum===
[[Image:Fov_diagram_6_WoW.jpg|300px|thumb|right|World of Warcraft being played on 6 monitors]]This is the largest community online dedicated to fixing FOV and aspect-ratio issues, as well as the configuation of PC games with multi-monitor set ups. Their extremely active community shares videos, information, settings and profiles for fixing FOV issues.
+
{{Image|Fov_diagram_6_WoW.jpg|World of Warcraft being played on 6 monitors.}}
* [http://www.widescreengamingforum.com Widescreen Gaming Forum].
+
This is the largest community online dedicated to fixing FOV and aspect-ratio issues, as well as the configuation of PC games with multi-monitor set ups. Their extremely active community shares videos, information, settings and profiles for fixing FOV issues.
* [http://widescreengamingforum.com/fovcalc.php Widescreen Gaming Forum's FOV Calculator].
+
* [https://www.wsgf.org/ Widescreen Gaming Forum].
 +
* [https://www.wsgf.org/fovcalc.php Widescreen Gaming Forum's FOV Calculator].
  
=== Widescreen Fixer ===
+
===Widescreen Fixer===
 
Widescreen Fixer is a very well-supported FOV utility. It uses rendering call overrides to widen the projection matrix at the API level and, as such, widens the field of view, but can distort the image incorrectly from game to game. It supports several games and is not detectable by multiplayer anti-hack systems. This tool works best for multiple-monitor desktops.
 
Widescreen Fixer is a very well-supported FOV utility. It uses rendering call overrides to widen the projection matrix at the API level and, as such, widens the field of view, but can distort the image incorrectly from game to game. It supports several games and is not detectable by multiplayer anti-hack systems. This tool works best for multiple-monitor desktops.
* [http://www.widescreenfixer.org/ Widescreen Fix utility download].
+
* [https://github.com/dlrudie/WidescreenFixer/releases Widescreen Fixer download].
 
Alternatively, if you need to know the optimal FoV for your particular monitor and distance, this tool will calculate your FoV from center horizontally. This means if you double the result, you will have your optimal horizontal FoV.
 
Alternatively, if you need to know the optimal FoV for your particular monitor and distance, this tool will calculate your FoV from center horizontally. This means if you double the result, you will have your optimal horizontal FoV.
 
* [http://ostermiller.org/calc/triangle.html FoV calculator].
 
* [http://ostermiller.org/calc/triangle.html FoV calculator].
 
This calculator will convert horizontal FoV to vertical.
 
This calculator will convert horizontal FoV to vertical.
* [http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php Horizontal to vertical FoV calculator].
+
* [http://themetalmuncher.github.io/fov-calc/ Horizontal to vertical FoV calculator].
 +
 
 +
===[https://www.flawlesswidescreen.org Flawless Widescreen]===
 +
{{++}} Wide variety of plugins.
  
=== FOVSpot.net ===
+
{{Fixbox|description=Instructions|ref={{cn|date=July 2016}}|fix=
FOVSpot is a community-generated site for field of view and headbob ratings/fixes.
+
# Extract or install '''Flawless Widescreen''' anywhere.
* [http://www.fovspot.net FOVSpot.net].
+
# Run <code>FlawlessWidescreen.exe</code>.
 +
# Under the '''Available Plugins''' tab, simply click on the desired game once to install a plugin.
 +
# Navigate to the '''Installed Plugins''' section then click on the installed plugin.
 +
# Check the desired fixes, tweak any values then simply run the game.
  
=== Game-specific fixes ===
+
'''Notes'''
PCGamingWiki aims to list FOV fixes for every single game page article. A header is reserved in the [[PCGamingWiki:Sample article|sample article layout]], and should be included if there is relevant FOV information.
+
{{ii}} Flawless Widescreen has to be left open during playtime.
 +
{{ii}} The descriptions offer important information related to the effects on certain tweaks and how to fix their issues.
 +
}}

Latest revision as of 07:04, 16 June 2020

This page may require cleanup to meet basic quality standards. You can help by modifying the article. The discussion page may contain useful suggestions.
A diagram demonstrating field of view
A diagram demonstrating field of view

For a list of games, see List of games that support field of view (FOV).


Key points

Field of view (FOV) is the amount of game view that is on display during a game.
Wikipedia has an introduction to field of vision in video games
FOV options are crucial for using ultra-widescreen or multi-monitor resolutions in games.

What is FOV?

An appropriate FOV is different depending on how far the player is away from a display.

  • PC games should be designed with a high FOV of around 85-110 because players normally sit closer to their display.
  • Console games should be designed with a lower FOV of around 55-75 because their players usually sit further from a display; normally the distance between a couch and a TV.

However, many games released on the PC (such as console ports) do not have the correct FOV adjustment, usually because the FOV has been kept the same as it was on the console version of the game.

Understanding FOV

What is the right FOV?

While the right FOV is usually a matter of taste, there is in fact an objective rule: The 3D graphics should look natural to the vision center in your brain and your eyes. If you had a 3D computer model of your current actual reality, you could look at this model on a screen, so that it is perfectly aligned with the actual reality that you can see around the screen. You would have to set a certain FOV for that. Now, if you move the screen closer to you, or if you'd swap the screen for a bigger one, you would have to increase the FOV. If you move it further away (or if it "shrinks"), the FOV needs to be decreased.

Geometry distortions

Geometry will appear distorted if there is a mismatch between actual screen FOV coverage and in-game FOV being rendered. This is true whether in-game FOV is lower or higher than actual [physical] screen FOV coverage. In case where rFOV (rendered FOV) exceeds tFOV (true FOV) of the screen, users will notice objects away from the center of the screen being stretched. On the other hand, objects away from the screen will appear shrunk if cases where tFOV exceeds rFOV especially for the HUD elements (when a certain FOV code is hackable).

Great majority of popular PC games use rectilinear method of rendering virtual world onto the display surface. What this means is that game engine thinks of your display (or multi-monitor setup) as being perfectly straight surface. If user sets in-game horizontal FOV to value of 90°, game engine renders geometry according to the assumption that the user if facing left/right edges of the screen at a 45° angle (90° / 2 = 45°).

As written before, the cause of visible distortions is a mismatch between engine assumption of the user's position [relative to the display] and user's actual position relative to the display.

Vertical and horizontal FOV

One difference that often causes confusion is the measurement of FOV - most titles will expose the number horizontally, some games however, measure FOV in the vertical.

  • Horizontal is by far the more common way of it being exposed to users. An example of a game that uses this is Team Fortress 2.
  • Vertical is less common, and less understood. An example of a game that uses this is Battlefield 3.

An intrinsic value of vertical FOV is that it does not need to change to compensate for a wider view, only the aspect ratio does. An example of this is on a 16:9 display, a vertical FOV of 70 will produce 102 horizontal whereas a 16:10 display would yield 96 horizontal. This can lead to some confusion because seeing such a low value can initially appear jarring when it is actually closely in line with other titles.

To further complicate matters, some games expose the horizontal number but internally compensate for the aspect ratio. Team Fortress 2 is also an example of this -- depending on the aspect ratio, 90 FOV is likely not "really" 90. On the other hand, a game that does NOT compensate for aspect ratio is Quake. These behaviors are more commonly recognized as 'Hor+' and 'Vert-' respectively.

Vertical FOV Calculator

When faced with a game using vertical FoV, you can use this calculator to convert from the standard horizontal FOV, into a vertical FOV.

A few examples for common monitor resolutions:

  • 90° horizontal FOV @ 1920 x 1080 = 59° vertical FOV.
  • 90° horizontal FOV @ 1920 x 1200 = 65° vertical FOV.
  • 90° horizontal FOV @ 1920 x 1440 = 74° vertical FOV.

Fixing resources

Widescreen Gaming Forum

World of Warcraft being played on 6 monitors.
World of Warcraft being played on 6 monitors.

This is the largest community online dedicated to fixing FOV and aspect-ratio issues, as well as the configuation of PC games with multi-monitor set ups. Their extremely active community shares videos, information, settings and profiles for fixing FOV issues.

Widescreen Fixer

Widescreen Fixer is a very well-supported FOV utility. It uses rendering call overrides to widen the projection matrix at the API level and, as such, widens the field of view, but can distort the image incorrectly from game to game. It supports several games and is not detectable by multiplayer anti-hack systems. This tool works best for multiple-monitor desktops.

Alternatively, if you need to know the optimal FoV for your particular monitor and distance, this tool will calculate your FoV from center horizontally. This means if you double the result, you will have your optimal horizontal FoV.

This calculator will convert horizontal FoV to vertical.

Flawless Widescreen

Wide variety of plugins.
Instructions[citation needed]
  1. Extract or install Flawless Widescreen anywhere.
  2. Run FlawlessWidescreen.exe.
  3. Under the Available Plugins tab, simply click on the desired game once to install a plugin.
  4. Navigate to the Installed Plugins section then click on the installed plugin.
  5. Check the desired fixes, tweak any values then simply run the game.

Notes

Flawless Widescreen has to be left open during playtime.
The descriptions offer important information related to the effects on certain tweaks and how to fix their issues.