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Actual H/V FOV in Source games might be wrong


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Posted (edited)

I'm used to have 90 as the vertical FOV in games, and since the Source engine is kinda whack I've also used this site to get which FOV I should have by trying numbers until I got to the closest one. Which in this case was 106.2602.

Today I tried to calculate the FOV by moving 45 degrees (((360distance / 360) * 90)/2) to where the top of the camera was in Titanfall 2, a game made with Source. After that I also tried it in my Unity project, and it was different, despite the 360 distance being pretty much the same. After that I went into Minecraft to test it, where I'm sure the FOV is 90, and the Unity project was much more accurate.

After that I tried 90 * (90/73.739795), which results in 109.8457081 as the ingame-FOV in Titanfall 2.

 

This is a lot more accurate than before, and makes more mathematical sense, but just in case I'm stupid you might want to test it out.

Edited by Fluffy Kalashnikov
More info
Posted (edited)

 

This shows the issue better, and I'm pretty convinced that the actual FOV is slightly wrong on Titanfall and Apex at least since the calculation was a lot more accurate.

Also, the FOV slider in Titanfall just visually round off the numbers, so using cl_fovScale like in Apex is a lot more accurate :3

 

I should also probably had zoomed in on the examples, but I guess you got the point

Edited by Fluffy Kalashnikov
  • Wizard
Posted

Thanks for the video! You're looking at an object too close to yourself. The center of rotation is slightly behind your view, so objects too close will not be accurate to measure by.

Try here instead (or anywhere with an object far away) and line up the top of the banners and you'll see that the calculations are correct.

image.png

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