What's the problem with narrow FOV?

Post » Thu Jun 14, 2012 4:32 am

So how big is the maximum FoV we can scale via the options? I recon it's 95 or up.
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Noely Ulloa
 
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Post » Wed Jun 13, 2012 11:18 pm

If anyone wants to see an example of a terrible FOV in a third person game, download the demo for Kingdoms of Amalur. The view is so terrible that you'll find yourself attacking enemies that you cannot see. I also gave me terrible headaches.
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JLG
 
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Post » Thu Jun 14, 2012 3:10 am

So how big is the maximum FoV we can scale via the options? I recon it's 95 or up.
I hope so, I play Skyrim on 90 FoV. Anything lower and I start getting seriously painful headaches.
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Kat Stewart
 
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Post » Thu Jun 14, 2012 3:16 pm

I really didn't notice the low FOV when I watched, but I'm shure it isn't all THAT bad.


I'll have to watch some videos again and then I shall see.
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Flesh Tunnel
 
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Post » Wed Jun 13, 2012 11:47 pm

There are two fundamental reasons why the FOV needs to be limited in a 1st person game:
- Because of picture distortion: we have architects who spend a crazy amount of time finding the exact right scale of buildings, streets, and all volumes used to build the world. Set a too wide or too narrow FOV, and you totally destroy the work they did at building a nice and edible picture. Unless you're a fly, you can't see 120° around yourself. :wink:
- Because of the player model proximity to the camera: when player arms are displayed on screen, increasing the FOV value often results in visual glitches, most commonly camera coliding with the arms model, allowing the player to see "inside" them. Believe me, you don't want to buy a game with such a bad polish!

Now I'm not one to jump to conclusions about an unfinished product, but this does sound an awful lot like a bunch of pre-emptive BS that ultimately ends in "Sorry guys, the FOV is 60 degrees and you can't change it."
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Mason Nevitt
 
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Post » Thu Jun 14, 2012 6:13 am

- Unless you're a fly, you can't see 120° around yourself.
I can, though? The human FOV is pretty wide, admittedly with less visual functions on the edges. That's what makes it possible to detect movement and general shapes at almost 180 degrees. A fly's FOV would be closer to the full 360 degrees. Obviously games don't generally go that high...
But to the point: TotalBiscuit made a pretty good video on the subject a while back, using The Darkness 2 as an example: http://www.youtube.com/watch?v=DPDq_qvsKUA.The The game did end getting a patch with FOV options in the end.
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Melanie
 
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Post » Thu Jun 14, 2012 3:26 pm

It was good that they listened to the players and fixed the FoV issue. And the video is really good as well. TotalBiscuit is an amazing guy and I wish there were more people like him in the game industry.
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Eileen Collinson
 
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