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Why 1st person game have such narrow visual field? - Page 2

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Karok
Profile Joined April 2010
Netherlands142 Posts
November 16 2011 23:46 GMT
#21
You realize that the 180-200 FOV is your focus (of usually around 45-60) + peripheral vision?
There've been plenty of studies on focus/peripheral vision, and while our brains can capture the full 180-200, they can not process it properly enough for us to know exactly what we see with our peripheral.

This is why your peripheral is "blurry", you can't make out distinct shapes well enough until you focus on them.

For games, where a lot is happening around you, this would mean expanding the screen width to triple (hello 48 screens..)
and then keeping the left ~60 degrees and right ~60 degrees blurry (to prevent the user just moving the chair back a meter to have all three screens inside his focus.

bottomline, do research first before yelling random stuff. If you actually had some relevant experience in game programming, you should know this stuff.

(and yes I got a game-ish masters myself where I did relevant study to human perceived FOV for some pathplanning/flocking research)
Humanfails
Profile Blog Joined November 2011
224 Posts
November 16 2011 23:46 GMT
#22
problem is, while the human eye can see that wide field of vision, it also sees it in a parabolic appearance, think of the spread out imagse of the world, where its fat in the center and tapers off when you get close to the edges of left and right.

Additionally, Our visual system works the image int oa more or less flat appearance. The 200 field of vision you're showing us is "fishbowl" vision. I for one would not enjoy one second of playing a game like that.
sc4k
Profile Blog Joined January 2010
United Kingdom5454 Posts
Last Edited: 2011-11-16 23:49:41
November 16 2011 23:48 GMT
#23
Never noticed any difference. Doesn't bother me in the slightest . Besides, aren't our actual fields of vision much smaller and our brains calculate what is probably there to fill out our view? I can't believe people care about this o.O what a shock! DIdn't even know there was an option to change this in games.

EDIT: Karok said what I was trying to say much better!!! ^^^
Beren
Profile Joined June 2010
United States514 Posts
November 16 2011 23:50 GMT
#24
To make a FPS real world you would either need a very large display were you would actually have to look around (moving your head) or have the farther out it goes to be blurred due to you can see something at the edge of your vision but its not like you can read it... so you could see movement but you would have to move your camera to be sure its a target that you want to engage. Just a thought.
Blacktion
Profile Joined November 2010
United Kingdom1148 Posts
November 16 2011 23:50 GMT
#25
I use 90 on my FPS games, nice balance between the amount you can see and the size of things on your screen.
Remember that at higher FoVs things at the middle of your screen (things your aiming at) look smaller than lower FoVs because more needs to fit on the same size screen. Much above 90 FoV and aiming starts getting really difficult.
Where's Boxer, there's victory! - figq
Crisium
Profile Blog Joined February 2010
United States1618 Posts
November 16 2011 23:51 GMT
#26
Are you guys talking about aspect ratios? Do you want to play games letterboxed to a 3.11 aspect ratio? That is the aspect ratio of the second picture in the OP. TV Widescreen is 1.78, most movie widescreen is approximately 2.39, Old CRTs are 1.33, etc. How do you propose getting this wilder field of vision lest you letterbox the crap out of your display? Or what am I missing here?
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Rybka
Profile Joined March 2010
United States836 Posts
November 16 2011 23:53 GMT
#27
On November 17 2011 08:44 Natespank wrote:
With small POVs everything is zoomed in and more engaging. Things move faster, it can be more frantic, it's a submodalities thing- it's designed to be more engaging.

At around 90 POV most competitive quakers are pretty comfortable, having found a medium between visibility and zoom for aiming. Rapha (world champ) uses 110 FOV, but I know guys who turned theirs down to 60. I used 60 to help aim with certain weapons, you use a hotkey to swap the fov settings.

Couldn't handle playing with 45 degrees though. Ridiculous.


You're wrong about that though. Things get faster at higher degrees on field of view, not lower.
"I like winter, you can put a beer outside of the window and come back later to have it nice and cold. But in Belgium, it'd better be the 3rd floor window." -Rowa
xkare
Profile Joined October 2010
Germany140 Posts
Last Edited: 2011-11-16 23:57:11
November 16 2011 23:54 GMT
#28
Yeah the standard setting field of view on alot games is horrible.

Skyrim felt really bad. Entering a house and having to look around with your mouse instead with your eyes hurts my head.

And there isn't even an ingame option to change it. You have to find out about the console command and change it to your liking. I went with 85. That way you see alot more but things aren't too small in the middle of your screen. So for me around 80-90 is best.
SilverASD
Profile Blog Joined October 2010
United States53 Posts
November 16 2011 23:56 GMT
#29
Anything less than 90 FOV makes me motion sick....sucks. Found out about FOV when I started playing HL2 and kept having to stop ever hour or so.
stiLL.SERuM
Profile Joined August 2011
Argentina9 Posts
November 16 2011 23:56 GMT
#30
fov 200 looks alot like old q3 players used to play the game at.
i much rather have around 120, which i did use back in TFC
'still's attack uses bunnyhop scripts'
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
November 16 2011 23:58 GMT
#31
Feel awkward much running through a vibrant scenery with 45 degree visual field?


No. Because your screen is not your eyes, nor is it intended to be. You screen is a window on the action.

You have a wide field of vision with your eyes, but that doesn't mean you see equally well with every part of your eyes. Most of your photorecepters are centered directly behind your lenses; the majority of your vision comes from what is in the center of your vision. Your peripheral vision is, while certainly there, quite poor overall; when you see something moving out there, you quickly move your useful vision that way (ie: move your eyes to look).

To represent that properly in a game, you would need to have a very large monitor (or a bank of smaller ones) such that it wraps around your actual human field of vision. Otherwise, what you'd be doing is squishing your screen down to a very small size. Just look at those pictures you posted; you can see very little detail in the wide shot, compared to the narrow one.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
debasers
Profile Joined August 2010
737 Posts
November 16 2011 23:58 GMT
#32
On November 17 2011 08:34 LoneWolf.Alpha- wrote:
Show nested quote +
On November 17 2011 08:29 jinorazi wrote:
good games have a setting to change your fov, skyrim has it, quake has it, these two are the only ones i can name at the moment.

i changed mine on skyrim to 85, beyond that it looks like i've just pressed the NOS button.

best option would be for the developer to allow customization on fov.


How do you change it? I'm looking through my settings and I don't know where to do this.


oh man, the "setting generation"

just open your console with ' and type fov x,where x is the fov desired.

Also, as far as i know, all valve games allow fov changes, althought they do limit it to 90 i think
Sanchonator
Profile Joined September 2010
Australia490 Posts
Last Edited: 2011-11-17 00:05:24
November 16 2011 23:59 GMT
#33
^^^ - not all valve games allow fov change - orange box stuff and newer (tf2/portal2/hl2ep2 etc) does, the older stuff like css hl2 dont allow you to change fov (at least you couldnt before the major update patch going to orangebox engine)




i put fov on both bf3 and skyrim to 90 ;p

for skyrim use console ( press ~ then type fov x, x = number)


i think it heavily depends on monitor size as well, using 100+ degrees on like a 22" monitor seems a bit... weird D:
MHT
Profile Joined August 2010
Sweden1026 Posts
November 16 2011 23:59 GMT
#34
Noticed it first when i to played Skyrim didn't really know what was going on, felt kinda noxious and always got lost when i turned my head around. Then i remembered they optimized the game for consoles, so i realized i had to go fix the damn fov. Annoying as fuck! How do console people stand out with this?
Jinsho
Profile Joined March 2011
United Kingdom3101 Posts
Last Edited: 2011-11-17 00:01:59
November 17 2011 00:01 GMT
#35
The standard for bad fps is 60, not 45.

Human field of vision is not 200. It's closer to 90.

90-100 is a good FOV to have for FPS games.

EDIT: you have to realize that a good FOV for the game will depend on the distance between your eyes and the monitor. Console games are typically played with the player far away from the screen.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
November 17 2011 00:01 GMT
#36
Also, it should be noted that, mathematically, the standard perspective projection transforms used in virtually all CG stops working past 180 degrees. It's not an unsolvable problem of course, but it does require doing something more than a simple matrix multiply followed by a division.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
StarDragon
Profile Joined March 2010
United States283 Posts
Last Edited: 2011-11-17 00:05:46
November 17 2011 00:03 GMT
#37
@Op: You can change Skyrim's FoV to whatever you want, just use the ` tilde key and type Fov ### and enjoy .


For anyone else there are options, they might require a bit more of an investment for the look and having peripherals , a lot of games are starting to support multi-monitor gaming.
[image loading]
My setup currently of 3x 27" monitors, the game I took a picture of wasn't a great example as you cannot change FoV in that game.

But heres an ingame screeny of Skyrim. Forgot what FoV I was using.
http://img205.imageshack.us/img205/1797/tesv20111112173653281.jpg
And MW3 for those who hate the FoV there.
http://cdn1.wsgfmedia.com/f/u/2011-11-11_00008.jpg

Battlefield looks amazing as well but too lazy to go pull up a picture.

-
And anyone commenting on the bezels, your brain filters them out, you never notice them when gaming.

Ponies? My deviantart: http://stardragon102.deviantart.com/
Hoon
Profile Joined December 2010
Brazil891 Posts
November 17 2011 00:03 GMT
#38
It could only be playable on Eyefinity and alikes.
It's a cool idea which is already implemented in racing games, but I think it would break multiplayer FPS.
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
November 17 2011 00:06 GMT
#39
I think it all comes down to monitors. When FPS first came out and started gaining popularity (like in DOOM) we had mainly 4:3 CRT monitors. So it was natural for games to take on that 45 degree to not only fill the whole screen, but give the impression that you looking through the players eyes and you can only see what the player's head looks at (like I mean to say if it was third person you would be able to see what is slightly behind the player and what is to the side of the player). Its grown a lot since then due to the emergence of 16 and other aspect ratios..

If we all had curved monitors I wouldn't be surprised if 200 degree games started cropping up (not only FPS, but driving and racing games too)

But yeah... I thought the BF3 FOV was a little small when ingame but didn't really give much thought to it.
Jaedong.
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
November 17 2011 00:08 GMT
#40
Common console games run at around 60 FOV, usually the minimum setting for PC game is 75 more often around 90 and most games allow you to go further up. Personally I think 90 is good, 110 or 120 depending on game feels superb (in most cases if the game was built around 60 FOV 110 already makes it feel strangely "stretchy", and beyond that it starts to look hilarious (in a bad way). I think even in in core 90-ish games going more than some 135 makes the game look really strange as the "stretching" starts to hit hard.

According to wiki: The normal human visual field extends to approximately 60 degrees nasally (toward the nose, or inward) from the vertical meridian in each eye, to 100 degrees temporally (away from the nose, or outwards) from the vertical meridian, and approximately 60 degrees above and 75 below the horizontal meridian
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