Field of view in video games
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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 In Euclidean geometry, an angle can refer to a number of concepts relating to the intersection of two straight Line (geometry), lines at a Point (geometry), point. Formally, an angle is a figure lying in a Euclidean plane, plane formed by two R ...
, 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 The aspect ratio of a geometry, geometric shape is the ratio of its sizes in different dimensions. For example, the aspect ratio of a rectangle is the ratio of its longer side to its shorter side—the ratio of width to height, when the rectangl ...
of the rendering resolution. In
computer games A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
and modern
game console A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location conne ...
s the FOV normally increases with a wider aspect ratio of the rendering resolution.Master Games List http://www.wsgf.org/mgl


Field of view calculations

The field of view is usually given as an
angle In Euclidean geometry, an angle can refer to a number of concepts relating to the intersection of two straight Line (geometry), lines at a Point (geometry), point. Formally, an angle is a figure lying in a Euclidean plane, plane formed by two R ...
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 = = \frac H = 2 \arctan \left( \tan \left(\right) \times \right) V = 2 \arctan \left( \tan \left(\right) \times \right) where ''r'' is the
aspect ratio The aspect ratio of a geometry, geometric shape is the ratio of its sizes in different dimensions. For example, the aspect ratio of a rectangle is the ratio of its longer side to its shorter side—the ratio of width to height, when the rectangl ...
, ''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.


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. * ''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 Letter-boxing is the practice of transferring film shot in a widescreen aspect ratio to standard-width video formats while preserving the film's original aspect ratio. The resulting video-graphic image has mattes of empty space above and belo ...
or
pillarbox The pillarbox effect occurs in widescreen video displays when black bars ( mattes or masking) are placed on the sides of the image. It becomes necessary when film or video that was not originally designed for widescreen is shown on a widescreen ...
ed to maintain the field of view and aspect ratio. Modern games using static scaling typically have a 16:9 aspect ratio. {, , - , , , * ''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.Stretch, http://www.wsgf.org/category/screen-change/stretch


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

*
Viewing frustum In 3D computer graphics, a viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by t ...
*
Field of view The field of view (FOV) is the angle, angular extent of the observable world that is visual perception, seen at any given moment. In the case of optical instruments or sensors, it is a solid angle through which a detector is sensitive to elec ...
*
Aspect ratio The aspect ratio of a geometry, geometric shape is the ratio of its sizes in different dimensions. For example, the aspect ratio of a rectangle is the ratio of its longer side to its shorter side—the ratio of width to height, when the rectangl ...
* 4:3 * 16:9 aspect ratio * 16:10 aspect ratio * 21:9 aspect ratio *
Angle of view In photography, angle of view (AOV) describes the angular extent of a given scene that is imaged by a camera. It is used interchangeably with the more general term '' field of view''. It is important to distinguish the angle of view from the ...


References

Video game development