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Ideal fov for 1920x1080
Ideal fov for 1920x1080








ideal fov for 1920x1080

Next thing is that the HUD is stretched everything that appears on the screen including the crosshair is stretched oddly because of the aspect ratio being different. Their suggestion didn't really make the FOV look right.įirst of all, the cutscenes outright would not play I hear the sound but see only a black screen.

#Ideal fov for 1920x1080 how to#

They also mentioned how to adjust the FOV to get it to look right. I found a post int he Steam community where someone mentioned how you can easily edit your config file to give you a custom resolution. pretty poor perspective i would say.Īnyone willing to sit down and get accustomed to a higher/high FOV again will 99% likely stick to it and be unable to accept anything smaller simply due to the more natural appearance and wider field of view.So I'm wondering what the best options are for playing Q3 with a widescreen monitor. and I've had one person specifically leave a comment about "your fov is to high, to much fish eye effect". I've recorded numerous fraps all at 100fov. If i had my choice, i'd be running 120fov if there wasn't so much graphical issues in first person view with anything higher than 100 There is this unfortunate issue with skyrim being unfriendly to anything much higher, actually anything above 90 starts to produce horrible clipping in some specific cases in regards to the first person view only, in which the arms/weapon parts are clipped allowing you to see into "them".ġ00 seems to be a good balance without getting some really bad clipping problems. I personally play Skyrim at 100 FOV on my 16:9.5 ratio display.

ideal fov for 1920x1080

With eyefinity or multi monitor screens using 4:3 ratio monitors. With 16:9 monitors which provides a slightly wider view, commonly 100-110 fov was used. When 16:10 monitors arrived, the common FOV was 95-105, typically people we plenty happy with 100fov. now they see anything much higher than this new ridiculously low FOV as fish eyed, when in fact it's nowhere near that. However with the advent of consoles, in order to reduce over burdening the systems, more and more they kept shrinking down the FOV resulting in more and more of a tunnel vision, eventually of course this resulted in with the slow transition that people have grown accustomed to it. I didn't retain enough to elaborate.Ĭode Affinity Posts: 3325 Joined: Wed 11:11 amĬommon standard used to be 90FOV for most 4:3 ratio monitors back when Quake/doom fired up and carried on with unreal tournament and such. Again, anything to the sides should be out of focus.įrom some research I've done, it seems that your brain "makes up" much of what is out of focus, or something. Head tracking for moving the camera view around.

ideal fov for 1920x1080

Anyway this requires head tracking to replicate on monitors. The eyes focus on a very small point, the rest of the view would be out of focus. It seems to me that the human field of vision is around 3 times wider than widescreen, if I were to take a guess. I just can't stand the warping of any higher, nor the binoculars of any lower. So I've been using 70 for a long time now. Over time, the warping (fisheye?) started to really annoy me, so I'd lower it by 1 point. But the default is like binoculars and I could never stand it. I like somewhere between 80-85, say 82.5 ish, but unfortunately, there is major warping.










Ideal fov for 1920x1080