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{{Short description|none}} <!-- This short description is INTENTIONALLY "none" - please see WP:SDNONE before you consider changing it! -->
{{Neologism|date=February 2014}}
]


In ], the '''field of view''' or '''field of vision''' (abbreviated '''FOV''') is the extent of the observable ] that is seen on the display at any given moment. It is typically measured as an ], although whether this angle is the horizontal, vertical, or diagonal component of the field of view varies from game to game.
]


The FOV in a video game may change depending on the ] of the ]. In ] and modern ]s the FOV normally increases with a wider aspect ratio of the rendering resolution.<ref name="widescreengamingforum1">Master Games List http://www.wsgf.org/mgl</ref>
'''Field of view in video games''' (or simply '''field of vision''', abbreviated '''FOV''') is the extent of the observable ] that is seen on the display at any given moment.<ref></ref>

The FOV is usually given as an ] for either horizontal or vertical FOV.

The FOV in a ] may change dependent on the ] of the ] resolution. This is determined by the ] method used by the video game. In ] and modern ]s the FOV normally increases with a wider ] of the monitor resolution.<ref name="widescreengamingforum1">Master Games List http://www.wsgf.org/mgl</ref>


== Field of view calculations == == Field of view calculations ==
] ]
The field of view is usually given as an ] for the horizontal or vertical FOV. The FOV increases with a larger angle. If the horizontal/vertical FOV is 90° like in the example to the right, then 25 percent of the horizontal/vertical game world will be viewable. 360° and the horizontal/vertical FOV will be complete. The field of view is usually given as an ] for the horizontal or vertical component of the FOV. A larger angle indicates a larger field of view. However, depending on the FOV scaling method used by the game, it may only affect the horizontal or the vertical component of the field of view.


The horizontal and vertical FOV are calculated from the following equations:<ref>{{cite web |url=http://msdn.microsoft.com/en-us/library/windows/desktop/bb147302(v=vs.85).aspx |title=Projection Transform (Direct3D 9) |publisher=Microsoft |date=2012-07-20 |accessdate=2012-08-12 }}</ref> The horizontal and vertical FOV are calculated from the following equations:<ref>{{cite web |url=http://msdn.microsoft.com/en-us/library/windows/desktop/bb147302(v=vs.85).aspx |title=Projection Transform (Direct3D 9) |publisher=Microsoft |date=2012-07-20 |accessdate=2012-08-12 }}</ref>
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<math>V = 2 \arctan \left( \tan \left({H \over 2}\right) \times {h \over w} \right)</math> <math>V = 2 \arctan \left( \tan \left({H \over 2}\right) \times {h \over w} \right)</math>


where ''r'' is the ], ''w'' and ''h'' are the width and height, and ''H'' and ''V'' are the horizontal and vertical FOV. where ''r'' is the ], ''w'' and ''h'' are the width and height, and ''H'' and ''V'' are the horizontal and vertical FOV.


The different values for horizontal and vertical FOV may lead to confusion because the games often just mention FOV and not whether they mean the horizontal or vertical FOV. For instance the horizontal FOV of a 16:9 display will be 102° if the vertical FOV is 70°. The different values for horizontal and vertical FOV may lead to confusion because the games often just mention FOV and not whether they mean the horizontal or vertical FOV.


== Image scaling methods == ==Choice of field of view==
===Computer games===


Including peripheral vision, the visual field of the average person is approximately 170–180 degrees. Console games are usually played on a TV at a large distance from the viewer, while PC games are usually played on computer monitors close to the viewer. Therefore, a narrow FOV of around 60 degrees is used for console games as the screen subtends a small part of the viewer's visual field, and a larger FOV of 90 to 100 degrees is usually set for PC games as the screen occupies a larger amount of the viewer's vision.
====Scaling methods====
The terms ''Hor+'', ''anamorphic'', ''pixel-based'', ''vert-'' and ''4:3 stretch'' are widely used in gaming discussions to describe how different computer games change field of view dependent on the aspect ratio of the monitor resolution. The terms were originally coined by members of the Widescreen Gaming Forum.<ref></ref>


Narrowing the field of view can be a technique used to improve performance, as it can allow you to have to render less objects through the common optimisation technique of ].
* ''Hor+'' (Horizontal plus) is the most common scaling method for computer games. The majority of games released after 2005 use this scaling method. With Hor+ scaling the vertical FOV is fixed while the horizontal FOV is expandable dependent on aspect ratio of the display resolution; a wider aspect ratio gives a wider and bigger FOV. The FOV is independent of the pixel amount of the monitor resolution. For instance the FOV will be the same for 1280×720 and 1920×1080 because both resolutions are ]. Any 16:9 resolution will always have wider and bigger field of view than any 16:10 or 4:3 resolution.<ref>Widescreen Gaming Forum http://www.wsgf.org/category/screen-change/hor</ref><ref>Example Half-Life 2 http://www.wsgf.org/dr/half-life-2</ref>

{|
Many PC games that are released after 2000 are ported from consoles, or developed for both console and PC platforms. Ideally, the developer will set a wider FOV in the PC release, or offer a setting to change the FOV to the player's preference. However, in many cases the narrow FOV of the console release is retained in the PC version. This results in an uncomfortable sensation likened to viewing the scene through binoculars, and may lead to disorientation, dizziness, or nausea.<ref>The Escapist Magazine, The Darkness II's FOV Issue Getting Patched, published 2012-02-10, read 2014-07-27 http://www.escapistmagazine.com/news/view/115772-The-Darkness-IIs-FOV-Issue-Getting-Patched {{Webarchive|url=https://web.archive.org/web/20190224232924/http://www.escapistmagazine.com/news/view/115772-The-Darkness-IIs-FOV-Issue-Getting-Patched |date=2019-02-24 }}</ref><ref>FZD School - Information videos - EPISODE 29 FOV in Games part1 and part2, Youtube</ref><ref>Why good FOV options are crucial to PC games, 24 May 2013 by Peter Parrish, IncGamers, http://www.incgamers.com/2013/05/why-good-fov-options-are-crucial-to-pc-games {{Webarchive|url=https://web.archive.org/web/20150511053358/http://www.incgamers.com/2013/05/why-good-fov-options-are-crucial-to-pc-games |date=2015-05-11 }}</ref>
| ] resolution.]]

| ] resolution.]]
{| class="wikitable"
| ] resolution.]]
!Ratio
|}
!1080p resolution
* ''Anamorphic'' is a scaling method where both the vertical and horizontal FOV is fixed. If the monitor aspect ratio is different than the fixed aspect ratio the ] will show black bars or stretch the image. The field of view will be the same independent of monitor ] and ]. The FOV in modern anamorphic games is locked to the aspect ratio ]. Anamorphic scaling is sometimes used in ]s but in recent years it also has appeared in games primarily developed for PC like the ].<ref>Anamorphic http://www.wsgf.org/category/screen-change/anamorphic http://www.wsgf.org/article/anamorphism</ref><ref>Assassin's Creed III http://www.wsgf.org/dr/assassins-creed-iii/en</ref>
!Common name
{|
!Video format
|- |-
!32:27
| ] resolution.]]
|1280 × 1080p
| ] resolution.]]
|
| ] resolution.]]
|]
|-
!4:3
|1440 × 1080p
|
|
|-
!16:10
|1728 × 1080p
|
|
|-
!16:9
|1920 × 1080p
|Widescreen
|
|-
!2:1
|2160 × 1080p
|18:9
|]
|-
!64:27
|2560 × 1080p
|Ultra-Widescreen
|] / ]
|-
!32:9
|3840 × 1080p
|Super Ultra-Widescreen
|]
|} |}
* ''Pixel-Based'' scaling was mainly used in some ] games around the year 2000 but is very rare in later games. It has seen a resurgence with 2D indie titles. With pixel-based scaling the horizontal FOV is directly tied to the number of horizontal ]s, and the vertical component of the FOV is directly tied to the number of vertical pixels. The larger the monitor resolution is, the more the game will display.<ref>Pixel-Based http://www.wsgf.org/category/screen-change/pixel-based</ref><ref>http://www.wsgf.org/dr/terraria/en</ref>
* ''Vert-'' (Vertical Minus) is a scaling method common in games during ] era before 2005 but since then it has become rather rare. In Vert- the horizontal FOV is fixed while the vertical FOV is expandable dependent on monitor ].<ref>Vert- http://www.wsgf.org/category/screen-change/vert</ref> In a Vert- game any 4:3 resolution will always have higher and bigger field of view than any 16:10 or 16:9 resolution (including to games for the ] consle, except for the Wii System menu).


== Field of view scaling methods ==
* ''4:3 Stretch'' is a similar image scaling method as anamorphic but where the FOV is locked as for 4:3 screen aspect and either stretched or leaving black bars on widescreen monitors. This was the standard for early PC games before 16:10 and 16:9 monitors were introduced but this scaling method is rarely used anymore.<ref>http://www.wsgf.org/category/screen-change/stretch</ref>
The terms ''Hor+'', ''static'' (previously ''anamorphic''), ''pixel-based'', ''Vert-'' and ''stretch'' are widely used in gaming discussions to describe how different video games change field of view dependent on the aspect ratio of the rendering resolution. The terms were originally coined by members of the Widescreen Gaming Forum.<ref>{{Cite web|url=https://www.wsgf.org/article/screen-change|title=Screen Change &#124; WSGF|website=www.wsgf.org}}</ref>


* ''Hor+'' (horizontal plus) is the most common scaling method for the majority of modern video games. In games with Hor+ scaling, the vertical FOV is fixed, while the horizontal FOV is expandable depending on the aspect ratio of the rendering resolution; a wider aspect ratio results in a larger FOV.<ref>Widescreen Gaming Forum http://www.wsgf.org/category/screen-change/hor</ref><ref>Example Half-Life 2 http://www.wsgf.org/dr/half-life-2</ref> Since the majority of screens used for gaming nowadays are widescreen,<ref>Steam hardware survey http://store.steampowered.com/hwsurvey</ref> this scaling method is usually preferred as wider aspect ratios do not suffer from reduced FOV with it. This becomes especially important in more "exotic" setups like ultra-wide monitor or triple-monitor gaming.
{|
| ]]]
| ] resolution]]
| ] resolution]]
|}


* ''Static'' (previously ''anamorphic'') refers to when both the vertical and horizontal components of the FOV are fixed, typically to values comfortable on a widescreen picture, and when the resolution changes the picture is either ] or ]ed to maintain the field of view and aspect ratio. Modern games using static scaling typically have a 16:9 aspect ratio.<ref>Static (previously: anamorphic) https://www.wsgf.org/article/anamorphic-out-static-aspect http://www.wsgf.org/category/screen-change/anamorphic</ref>
=== Console games ===
] only support ] resolutions of either ] or ]. For modern platforms such as ] and ], the FOV will be wider in 16:9 than in 4:3 because console games are hor+. PlayStation 3 and most other consoles do not support ], so it will show a 16:9 image either stretched or with black bars.<ref>http://www.engadget.com/2006/11/16/ps3-faq-answers-to-your-playstation-3-questions/</ref> Xbox 360 has added 16:10 support but the image will still have a loss in FOV compared to 16:9 as in hor+ scaling, show black bars or stretch the 16:9 image in games.

{| {|
|-
| ]
| ]]]
| ]]]
| ]]]
|} |}


* ''Pixel-based'' scaling is almost exclusively used in games with ]. With pixel-based scaling, the amount of content displayed on screen is directly tied to the rendering resolution. A larger horizontal resolution directly increases the horizontal field of view, and a larger vertical resolution increases the vertical field of view.<ref>Pixel-Based http://www.wsgf.org/category/screen-change/pixel-based</ref>
==FOV in-game size changes==
* ''Vert-'' (vertical minus) is a scaling method used by some games that support a wide variety of resolutions. In Vert- games, as the aspect ratio widens, the vertical component of the field of view is reduced to compensate. This avoids distortion of objects in the game world but results in a smaller field of view on widescreen resolutions, and may become especially problematic with extremely wide resolutions, such as those common on multiple-display setups.<ref>https://www.wsgf.org/book/export/html/908</ref><ref>Vert- http://www.wsgf.org/category/screen-change/vert</ref>
Changes in size of the field of view can sometimes be triggered in games for various effects. 'Pinching' the field of view can convey focus, whereas widening it can indicate chaos or lack of control. For example, in '']'', '']'' and '']'', the field of view narrows when the player dashes.
* ''Stretch'' refers to a behaviour where the FOV is not adjusted at all, and the image is simply stretched to fill the screen. This method causes significant distortion if used on an aspect ratio different from the one the FOV was originally calibrated for, and is mostly found in games made when most displays had a 4:3 aspect ratio.<ref>Stretch, http://www.wsgf.org/category/screen-change/stretch</ref>

==Field of view as an effect==
Temporary changes to the field of view can sometimes be used as a special effect in video games. Reducing the field of view is commonly used to convey focus, whereas widening it may increase perceived movement speed or indicate lack of control.


==See also== ==See also==
* ] * ]
* ] * ]
* ] * ]
* ] * ]
* ] * ]
* ] * ]
* ]
* ] * ]


==References== ==References==
<references /> <references />

] ]

Latest revision as of 12:34, 1 November 2024

A field of view

In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment. It is typically measured as an angle, although whether this angle is the horizontal, vertical, or diagonal component of the field of view varies from game to game.

The FOV in a video game may change depending on the aspect ratio of the rendering resolution. In computer games and modern game consoles the FOV normally increases with a wider aspect ratio of the rendering resolution.

Field of view calculations

90 degrees FOV in a video game

The field of view is usually given as an angle for the horizontal or vertical component of the FOV. A larger angle indicates a larger field of view. However, depending on the FOV scaling method used by the game, it may only affect the horizontal or the vertical component of the field of view.

The horizontal and vertical FOV are calculated from the following equations:

r = w h = tan ( H 2 ) tan ( V 2 ) {\displaystyle r={w \over h}={\frac {\tan \left({H \over 2}\right)}{\tan \left({V \over 2}\right)}}}

H = 2 arctan ( tan ( V 2 ) × w h ) {\displaystyle H=2\arctan \left(\tan \left({V \over 2}\right)\times {w \over h}\right)}

V = 2 arctan ( tan ( H 2 ) × h w ) {\displaystyle V=2\arctan \left(\tan \left({H \over 2}\right)\times {h \over w}\right)}

where r is the aspect ratio, w and h are the width and height, and H and V are the horizontal and vertical FOV.

The different values for horizontal and vertical FOV may lead to confusion because the games often just mention FOV and not whether they mean the horizontal or vertical FOV.

Choice of field of view

Including peripheral vision, the visual field of the average person is approximately 170–180 degrees. Console games are usually played on a TV at a large distance from the viewer, while PC games are usually played on computer monitors close to the viewer. Therefore, a narrow FOV of around 60 degrees is used for console games as the screen subtends a small part of the viewer's visual field, and a larger FOV of 90 to 100 degrees is usually set for PC games as the screen occupies a larger amount of the viewer's vision.

Narrowing the field of view can be a technique used to improve performance, as it can allow you to have to render less objects through the common optimisation technique of viewing-frustum culling.

Many PC games that are released after 2000 are ported from consoles, or developed for both console and PC platforms. Ideally, the developer will set a wider FOV in the PC release, or offer a setting to change the FOV to the player's preference. However, in many cases the narrow FOV of the console release is retained in the PC version. This results in an uncomfortable sensation likened to viewing the scene through binoculars, and may lead to disorientation, dizziness, or nausea.

Ratio 1080p resolution Common name Video format
32:27 1280 × 1080p DVCPRO HD
4:3 1440 × 1080p
16:10 1728 × 1080p
16:9 1920 × 1080p Widescreen
2:1 2160 × 1080p 18:9 Univisium
64:27 2560 × 1080p Ultra-Widescreen Cinemascope / Anamorphic
32:9 3840 × 1080p Super Ultra-Widescreen Ultra-Widescreen 3.6

Field of view scaling methods

The terms Hor+, static (previously anamorphic), pixel-based, Vert- and stretch are widely used in gaming discussions to describe how different video games change field of view dependent on the aspect ratio of the rendering resolution. The terms were originally coined by members of the Widescreen Gaming Forum.

  • Hor+ (horizontal plus) is the most common scaling method for the majority of modern video games. In games with Hor+ scaling, the vertical FOV is fixed, while the horizontal FOV is expandable depending on the aspect ratio of the rendering resolution; a wider aspect ratio results in a larger FOV. Since the majority of screens used for gaming nowadays are widescreen, this scaling method is usually preferred as wider aspect ratios do not suffer from reduced FOV with it. This becomes especially important in more "exotic" setups like ultra-wide monitor or triple-monitor gaming.
Field of view (FOV) in 16:9 video game with Hor+ scaling at 16:9
FOV in 16:9 video game with Hor+ scaling at 16:10 resolution
FOV in 16:9 video game with Hor+ scaling at 4:3 resolution
  • Static (previously anamorphic) refers to when both the vertical and horizontal components of the FOV are fixed, typically to values comfortable on a widescreen picture, and when the resolution changes the picture is either letterboxed or pillarboxed to maintain the field of view and aspect ratio. Modern games using static scaling typically have a 16:9 aspect ratio.
FOV in 16:9 video game with static scaling at 16:9
FOV in 16:9 video game with static scaling at 16:10
FOV in 16:9 video game with static scaling at 4:3
  • Pixel-based scaling is almost exclusively used in games with two-dimensional graphics. With pixel-based scaling, the amount of content displayed on screen is directly tied to the rendering resolution. A larger horizontal resolution directly increases the horizontal field of view, and a larger vertical resolution increases the vertical field of view.
  • Vert- (vertical minus) is a scaling method used by some games that support a wide variety of resolutions. In Vert- games, as the aspect ratio widens, the vertical component of the field of view is reduced to compensate. This avoids distortion of objects in the game world but results in a smaller field of view on widescreen resolutions, and may become especially problematic with extremely wide resolutions, such as those common on multiple-display setups.
  • Stretch refers to a behaviour where the FOV is not adjusted at all, and the image is simply stretched to fill the screen. This method causes significant distortion if used on an aspect ratio different from the one the FOV was originally calibrated for, and is mostly found in games made when most displays had a 4:3 aspect ratio.

Field of view as an effect

Temporary changes to the field of view can sometimes be used as a special effect in video games. Reducing the field of view is commonly used to convey focus, whereas widening it may increase perceived movement speed or indicate lack of control.

See also

References

  1. Master Games List http://www.wsgf.org/mgl
  2. "Projection Transform (Direct3D 9)". Microsoft. 2012-07-20. Retrieved 2012-08-12.
  3. The Escapist Magazine, The Darkness II's FOV Issue Getting Patched, published 2012-02-10, read 2014-07-27 http://www.escapistmagazine.com/news/view/115772-The-Darkness-IIs-FOV-Issue-Getting-Patched Archived 2019-02-24 at the Wayback Machine
  4. FZD School - Information videos - EPISODE 29 FOV in Games part1 and part2, Youtube
  5. Why good FOV options are crucial to PC games, 24 May 2013 by Peter Parrish, IncGamers, http://www.incgamers.com/2013/05/why-good-fov-options-are-crucial-to-pc-games Archived 2015-05-11 at the Wayback Machine
  6. "Screen Change | WSGF". www.wsgf.org.
  7. Widescreen Gaming Forum http://www.wsgf.org/category/screen-change/hor
  8. Example Half-Life 2 http://www.wsgf.org/dr/half-life-2
  9. Steam hardware survey http://store.steampowered.com/hwsurvey
  10. Static (previously: anamorphic) https://www.wsgf.org/article/anamorphic-out-static-aspect http://www.wsgf.org/category/screen-change/anamorphic
  11. Pixel-Based http://www.wsgf.org/category/screen-change/pixel-based
  12. https://www.wsgf.org/book/export/html/908
  13. Vert- http://www.wsgf.org/category/screen-change/vert
  14. Stretch, http://www.wsgf.org/category/screen-change/stretch
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