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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 is the figure formed by two rays, called the '' sides'' of the angle, sharing a common endpoint, called the ''vertex'' of the angle. Angles formed by two rays lie in the plane that contains the rays. Angles ...
, 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 A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-dete ...
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 be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a ...
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 is the figure formed by two rays, called the '' sides'' of the angle, sharing a common endpoint, called the ''vertex'' of the angle. Angles formed by two rays lie in the plane that contains the rays. Angles ...
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, ''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 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 widescree ...
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.{{Citation needed, reason=would be cool to find a proper citation for Vert- scaling causing issues no multiple monitor setups, even though it is somewhat an obvious result of how the scaling works, date=May 2014 * ''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, the view frustum (also called viewing 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 typicall ...
*
Field of view The field of view (FoV) is the extent of the observable world that is 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 electromagnetic radiation. Human ...
* Aspect ratio * 4:3 * 16:9 * 16:10 * 21:9 *
Angle of view The angle of view is the decisive variable for the visual perception of the size or projection of the size of an object. Angle of view and perception of size The perceived size of an object depends on the size of the image projected onto the ...


References

Video game development