KandiVan Posted September 7, 2017 Posted September 7, 2017 Im curious. Im convinced that H1Z1 has different FOV's for first and third person. I sit there and I flick in first person and everything is perfect, then i switch to third person and I'm on sometimes and off others. More of the environment shows when you use third person, surely that means that the FOV has increased? So, for my own sanity, DPI Wizard, can you please explain to me how to calculate an FOV in game for myself?
potato psoas Posted December 14, 2017 Posted December 14, 2017 I know DPI Wizard has his scripts that allow him to find it out precisely. But if you want to find the FOV with your mouse what you do is move your mouse so that the point at one edge of the monitor ends up at the point on the other edge. Then you keep doing this until you do a 360. Then you count how many times you moved (the last time is usually a fraction so you have to guesstimate it). And then with the number you get, you divide 360 by it and that is your FOV. Things can be made easier if you have a pro mouse which you can change the y value sensitivity for. You just decrease it and you can perform a very straight line and get a very accurate FOV result.
potato psoas Posted December 14, 2017 Posted December 14, 2017 Here is a forum post which DPI Wizard explains his scripts:
noaimBoii Posted April 13, 2019 Posted April 13, 2019 On 12/14/2017 at 2:25 PM, potato psoas said: I know DPI Wizard has his scripts that allow him to find it out precisely. But if you want to find the FOV with your mouse what you do is move your mouse so that the point at one edge of the monitor ends up at the point on the other edge. Then you keep doing this until you do a 360. Then you count how many times you moved (the last time is usually a fraction so you have to guesstimate it). And then with the number you get, you divide 360 by it and that is your FOV. Things can be made easier if you have a pro mouse which you can change the y value sensitivity for. You just decrease it and you can perform a very straight line and get a very accurate FOV result. Hey potato how would this work with a 3rd person game? Wouldn't the reference for the edge of the screen change based on the character's distance from the reference?
Wizard DPI Wizard Posted April 13, 2019 Wizard Posted April 13, 2019 34 minutes ago, noaimBoii said: Hey potato how would this work with a 3rd person game? Wouldn't the reference for the edge of the screen change based on the character's distance from the reference? Correct, but there is a "true" edge based on the FOV, which is basically a reference point infinitely far away. Usually object 500+ meters away in games like PUBG appear very close to this reference point and can be used to calculate FOV. Fixed objects in the skybox works on some games, but not all. It's also important to try to keep the camera as level as possible.
noaimBoii Posted April 13, 2019 Posted April 13, 2019 1 minute ago, DPI Wizard said: Correct, but there is a "true" edge based on the FOV, which is basically a reference point infinitely far away. Usually object 500+ meters away in games like PUBG appear very close to this reference point and can be used to calculate FOV. Fixed objects in the skybox works on some games, but not all. It's also important to try to keep the camera as level as possible. Oh thx for the help!
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