Standard fov for pc games


















On the PC, this problem is compounded by how close most players sit to their monitors. Of course, the other reason the past generation of console releases have stuck with narrow FOVs is for hardware purposes. Far better to eke out smoother performance by lowering the resolution, or messing about with some graphics options.

Maybe toning down the anti-aliasing or sticking shadows on medium. On the PC, we always like to have more graphical options. Forcing a default FOV goes completely against this ethos. Top tip: Putting a solid black border around your game will not solve the FOV problem. Yet developers still seem to persist in shipping games that lack PC-friendly FOV options, and this can be a serious problem for people who suffer from motion sickness.

Depending on the severity, they may be able to get away with regular breaks or not really be able to play at all. Why do they invest millions of person-hours for quality content on the one hand, then lock it away from proper 3D 1st person experience by forcing a low FOV number? So, a big screen is an option. Those become more prevalent in living rooms, but this also applies to PC users. One can only hope that developers will catch up to this fact in time. And in addition to a higher max FOV, they also need to give us options to adjust the general GraphicalUserInterface especially the HeadsUpDisplay because if the screen fills much of your vision, the classic user interface elements would have to be smaller and concentrated near the middle of the screen, at least the temporarily visible parts.

In conclusion: On PCs, the setups players will use will 1 generally require a higher FOV and 2 could have extremely varying perceived screen sizes. Superficially, this requires an effort of mere minutes: Every 3D engine's camera class has a FOV parameter that can be set arbitrarily, and the GUI toolkits game developers have at their disposal sure come with a slider-like component.

So why don't they do it? Well, there's for example the fact that the more you see, the more the computer needs to work to make it happen. Also, if you "hack" a game's FOV to a wide value and then stand close to a wall on your right or left, you might be able to see through it, because the wall's surface is now effectively a lot closer to the camera which would usually not happen, partly because the developers decided that you can't walk this closely to objects , the "nearplane" setting of the engine would have to be decreased, and I guess that this slows rendering a bit, but that's really just a guess.

Finally, with a high FOV value, you might get the impression that parts of your body hands, or the weapon you're holding seem awkwardly stretched and reach into the depth of the screen. As I said higher above, distortions are a matter of proper usage of the given setup, but it's more complicated here: I suspect that positioning, angle, etc. So, I suspect that if we'd have a realistic avatar body model, there would be no problematic distortions at all with higher FOVs.

Anyway, obviously the FOV is a bit more complex for a developer than just allowing a higher max value. But what should also be obvious is that most developers don't give a crap about players with high immersion setups.

So, PC gaming is still a somewhat rudimentary work in progress. Things have gotten a bit better: We do get FOV sliders every once in a while now. But often their maximum value is too low. No buy. Again, check PCGamingWiki, it can often help you. What a great article, I've been meandering over these very thoughs.

Thanks God. God, owner of the Universe [author] 11 Nov, am. Thanks, Unicarn! I think this is mainly because finding out the best field of view is more important these days than ever before, making it a hot topic.

Although all of these FOV calculators provide some information to gamers, the result always seems to be dependent upon the personal preferences of gamers and their particular needs. After looking at a few of these calculators, I found that they all take different factors into account and end up presenting the user with a number that is not always comprehensible. I came across a plethora of such FOV calculators, but the one presented by Sensitivity Converter is by far the best.

In the end, there is no getting around trying out different values. Even FOV calculators can usually only give you a rough idea of what value might suit you. It depends on the person and also on the game. As a basic rule, however, the FOV should be as high as possible to see as much of your surroundings as possible and as low as necessary the player models should still be large enough for you to see them quickly and to be able to aim at them without problems.

With time you will find your FOV value. And I can reassure you, I know many pro-gamers who constantly fiddle around with their FOV value and change it by points. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.

This item is incompatible with Assetto Corsa. Please see the instructions page for reasons why this item might not work within Assetto Corsa. Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator. Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. This guide covers the basics of Field of View in racing games, but focuses specifically on Assetto Corsa.

If you just want to get your FOV right but don't care about the technicalities, skip right to "How to determine FOV - Single Monitor Setup" if you have one monitor or skip to the next section for triple monitors, and ignore the rest. This item has been added to your Favorites. Created by. Hollow Offline. Category: Gameplay Basics , Modding or Configuration. Languages: English. Guide Index. Understanding the FOV formula.

How to get the most realistic experience. Works Cited. Why are you on this page? Why do you want to know about FOV? Are these people right in doing so? Of course they are - if they want to play an arcadey racing game and don't care about having an accurate view of the virtual world - they are right indeed. But let's get to business. Certainly, the FOV value is arguably the most important value you must modify if you wish to have a realistic sim racing experience.

In the following passages, you will learn about FOV, how to set it correctly to fit your sim racing rig even if it is a puny desktop with a single monitor and a wheel attached to it, like myself! Addendum: To fully enjoy life-size on-screen visuals, near degree viewing image that covers your periphery, and a feeling of speed given the former, you must have a triple monitor setup or an Oculus Rift or similar ; this document will explain why that is the case in the next section.

Nevertheless, in my opinion, you can play perfectly fine without peripheral view while having an accurate field of view. I improved my times significantly given that a correct FOV enables you to estimate the correct time to brake in order to hit the apex and not overshoot the curve; a higher than optimal FOV causes everything in the focus area to become really small and to look like it's slower than it actually is, causing you to overshoot corners.



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