Field of view in video games
Field of view in video games (FOV in games, or field of vision in video games) is the extent of the observable game world that is seen on the display at any given moment.[1]
The field of view (FOV) in a video game could change dependent on the aspect ratio of the display resolution or the amount of pixels. This is determined by the image scaling method used by the video game. In computer games and modern game consoles the FOV normally increases with a wider aspect ratio of the monitor resolution. The amount of pixels of the display resolution only affects the FOV in a few older computer games.[2][2]
Image scaling methods
Computer games
Scaling methods
The terms (hor+, anamorphic, pixel-based, vert- and 4:3 stretch) are widely used in gaming discussions to describe how different computer games behave on 16:9 monitors compared to 16:10 and 4:3 monitors. The terms were originally coined by members of the Widescreen gaming forum.[3]
- HOR+ (Horizontal Plus) is a scaling method where The FOV in height is fixed while the FOV in width is expandable dependent on aspect ratio of the monitor resolution; a wider aspect ratio gives a wider FOV. The FOV is independent of how high the monitor resolution is. For instance the FOV will be the same for 1366x768 and 1920x1080 because both resolutions are 16:9. Any 16:9 resolution will always have wider and bigger field of view than any 16:10 or 4:3 resolution. HOR+ is the most common scaling method for computer games released after 2005.[4][5]
- Anamorphic is a scaling method where the FOV is fixed both in height and width. If the monitor aspect ratio is different than the fixed aspect ratio the monitor will show black bars or stretch the image. The field of view will be the same independent of monitor aspect ratio and resolution. The FOV in anamorphic modern console ports is locked to the aspect ratio 16:9. Anamorphic scaling is sometimes used in console ports.[6]
- An anamorphic view can be forced in a HOR+ game for 4:3 or 16:10 monitor because most modern graphics cards allow monitors to maintain the aspect ratio of resolutions in games.
- Pixel-based scaling was mainly used in some Real-time strategy games around the year 2000 but is very rare in later games. With pixel-based scaling the horizontal FOV is directly tied to the number of horizontal pixels, and the vertical component of the FOV is directly tied to the number of vertical pixels. The larger the monitor resolution is, the more the game will display.[7][8][9]
- Vert- (Vertical Minus) is a scaling method common in games during CRT era before 2005 but since then it has become rather rare. In Vert- the FOV in width is fixed while the height is expandable dependent on monitor aspect ratio.[10] In a Vert- game any 4:3 resolution will always have higher and bigger field of view than any 16:10 or 16:9 resolution.
- 4:3 Stretch is a similar image scaling method as anamorphic but where the FOV is locked to 4:3 and either stretched or leaving black bars on widescreen monitors. This was the standard for early PC games before 16:10 and 16:9 monitors were introduced but this scaling method is rarely used nowadays.[11]
Console games
Game consoles only support television resolutions which are in either 16:9 or 4:3. For modern platforms such as Playstation 3 and Xbox 360 the FOV will be wider in 16:9 than 4:3 because console games are hor+. Playstation 3 and most other consoles do not support 16:10 so it will show an 16:9 image either stretched or with black bars.[12] Xbox 360 has added 16:10 support but the image will still have a loss in FOV compared to 16:9 like in hor+ scaling, show black bars or stretch the 16:9 image in games.
FOV in-game size changes
Changes in size of Field of View can sometimes be triggered in games for various effects. 'Pinching' the Field of View can convey focus, whereas widening it can indicate chaos or lack of control. For example, in The Elder Scrolls V: Skyrim the Field of View widens when the player dashes.
See also
References
- ^ Feng Zhu School of Design - Field Of View In Games
- ^ a b Essential Games List http://www.widescreengamingforum.com/wiki/Essential_Games_List
- ^ Wide Screen Gaming FAQ
- ^ Wide Screen Gaming http://widescreengamingforum.com/taxonomy/term/11
- ^ Example Starcraft II http://widescreengamingforum.com/dr/starcraft-2
- ^ Anamorphic http://widescreengamingforum.com/taxonomy/term/12 http://widescreengamingforum.com/article/anamorphism
- ^ Pixelbased http://widescreengamingforum.com/taxonomy/term/13
- ^ http://widescreengamingforum.com/taxonomy/term/13
- ^ http://widescreengamingforum.com/dr/starcraft
- ^ Vert- http://widescreengamingforum.com/taxonomy/term/14
- ^ Stretch http://widescreengamingforum.com/taxonomy/term/15
- ^ http://www.engadget.com/2006/11/16/ps3-faq-answers-to-your-playstation-3-questions/