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How does FOV in Third Person Shooters work?


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Posted (edited)

Hellow :3

So, I always thought that TPS must have very high FOV, due to the camera being behind the playermodel, so you can see a lot of stuff.

But after trying to figure out a good sensitivity for Warframeand GTA, it felt very confusing. 

I tried to calculate by simply using cm/360 in Hipfire, but that felt pretty slow. "Huh, must be the perspektive and high FOV that causes that" is what I thought to myself, so I used 0% MDH instead, thinking that it would result in a lower cm/360, because that is what happens when converting from a low FOV to a high FOV.

But in the case of GTA, the FOV in third person is actually lower than what I use in all my FPS games (110 Horizontal), which obviously resulted in a much, MUCH higher cm/360 when using 0% MDH as a way to calculate from a FPS game to GTA 5, it was then when I actually took a look at the FOV that these third person games had, and there I noticed that it wasn't that high, actually even lower than my FPS games.

So my question now: Why? And what would be a good way to calcualte from a FPS game to a TPS game?

 

-Greetings from me

Edited by Scca
  • Scca changed the title to How does FOV in Third Person Shooters work?
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  • Wizard
Posted

First off, measuring FOV in third person is really hard. Most TPS games don't state their FOV, so if I want to add them to the calculator I have to measure it. For this to be even feasible I need two things, the sensitivity to be accurate (i.e. no acceleration or smoothing) and I need a fixed point very far away (as a skybox or an object several miles/kms away). Both these things can be very hard to come by in some games. Some might have slight smoothing that makes measurements inaccurate, others might be TPS games in confined spaces that makes measuring the true FOV almost impossible.

Either way, converting between TPS and FPS boils down to two points, just like any aim. Do you want the same 360 distance, or do you want the same monitor distance. Both of them might feel different between the different views though, which is why it might be beneficial to have one conversion for first person games and a separate one for third person.

TPS games tend to have a narrower FOV because the camera is further away from the pivot point.

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