EPISODE 29 FOV in Games part2
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Uploaded on Nov 25, 2010
Concept Art Tutorial, Digital Painting Tutorial, Painting Tutorial, Digital Painting, Drawing Tutorial, FZD School of Design, FZD, Feng Zhu, Concept Art, Digital Sketching, Photoshop Tutorial, Photoshop Painting, Drawing, Sketching, Painting, Concept Design Tutorial, Concept Illustration, Entertainment Design, Game Art, Movie Concept Art, Video Game Concepts, Concept Artist, Game Design, Digital Drawing, Photoshop Drawing, Wacom Tutorial, Wacom, Wacom Sketch
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Top Comments
Goontron 7 months ago
The developers of Guild Wars 2 should watch this video and learn a few things.
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Chemicalnurd . 8 months ago
In theory calculating your FoV based on your distance from the screen would be cool, but in practice people have different preferences with these things. I can cope with 90 degrees, but I'd much rather have, say, 105.
However, it would add some epic immersion if you could have a slider for standard FOV and have it increase if you lean into the screen and decrease as you move away, it'd be like looking through a window. You'd need a really high quality webcam or a TrackIR or something, though.
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Video Responses
All Comments (267)
Chemicalnurd . 3 days ago
That's something I'll be buying when it comes out.. :P
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Conrad Houghtby 3 days ago
Or maybe... Oculus Rift? OO:
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0002pA 4 days ago
No.
No, no, no.
Changing the FoV is super is easy in nearly every engine, unless the devs are completely moronic losers.
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NabsterHax 5 days ago
I don't know if the part about having a 60 degree cone of focus is entirely accurate.
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Irtehdar 1 week ago
And if you as a developer wants to be taken seriously by the PC players you put in a sliderthat goes something like 60-120 FoV.
If you cant be bothered to do that then you can hardly complain when a large chunk of the PC market cant be bothered buying your next title.
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gnomoerectus 2 weeks ago
To elaborate, the video implies that if you played with a 30-inch screen 2 feet away from your eyes, you cone of focus would entirely fit on the screen, resulting in large chunks of the screen remaining in your peripheral vision and, consequently, you would have to significantly increase the FoV in the game to compensate. However, according to my calculations, the screen would fit almost entirely inside the cone of focus, implying that a 60-degree FoV would be a non-issue.
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gnomoerectus 2 weeks ago
Something doesn't seem to add up. If you have a 30-inch screen 2 feet away from your eyes, which is the example used in the video, and your cone of focus is 60 deg, then the screen will very nearly completely remain inside your cone of focus. In this scenario, the screen would horizontally fill 57.16 degrees of your vision. The trigonometry behind this is very simple, I can't see how I could have got it wrong. What am I missing here, or is there something off with the explanation in the video?
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HaraldX123 2 weeks ago
Haha, Tribes at 110, Quake 3 (Live) at 120, all the good stuff!
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