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Let´s talk about FOV...

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Having more FoV than you would in real life + monitor bezel dividers = more immersion?

 

Sounds like you're sacrificing immersion for a gimmick to me. I don't give a shit if you like to throw your money away towards 3 monitors - I'd rather use that entire budget in one monitor. That way you can have better picture - thus better immersion.

  :facepalm: You have an almost 180 degree FOV in real life. Put your hand up beside your head like someone is holding you up with a gun. Hold them 90 degrees from your eyes and stare straight forward. Now wiggle them slightly and notice them moving. No standard tech today come even close to our real life FOV and many older gamers are extremely disappointed at the slow pace of tech development.

 

Its much more immersive and its a key component, 2nd to the life-like 3D effect, which makes the Occulus Rift so immersive.

 

Fun fact for anyone interested. One of the reasons that larger screens are so important to immersion is that it not only allows us to increase the FOV, but also allows the size of objects to match their real world size they would take up in our vision. Using 3D vision for a example is amazing on the 46" 3DTV i use, but it looks weird on a small 27" with the FOV cranked up high because it look tiny despite being on the right distance in the 3rd dimension.

Edited by Thane

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They could just settle for a fixed vertical fov with a horizontal fov derived from the screen ratio, problem solved.


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They could, but it causes quite a few problems for those with larger monitors and projectors, who need a slighting larger FOV in both directions.

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If it were up to me I'd remove the slider. People can adjust their FOV manually in their profile. I don't know why an in-game slider was necessary.

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