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doubt about fov


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My question is about visual recoil, as we can see in the examples we have different resolutions and fov settings but at the end of the day they converge into equivalent horizontal fov, it is known that the larger the fov the less visual recoil is applied to the sight, so my question is Is it whether examples that are at 105 fov in a 4:3 ratio will have less visual recoil compared to examples at 89 fov at 16:9? or are both also equivalent in visual recoil?

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Posted (edited)

It doesn't matter whether you express an FOV as either the vertical or a horizontal measurement, but you need to compare apples to apples. If you enter a config FOV of 105 then that is a horizontal FOV of 120 at 4:3, since the game uses vertical FOV.

Edited by TheNoobPolice
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7 horas atrás, TheNoobPolice disse:

It doesn't matter whether you express an FOV as either the vertical or a horizontal measurement, but you need to compare apples to apples. If you enter a config FOV of 105 then that is a horizontal FOV of 120 at 4:3, since the game uses vertical FOV.

even though the vertical value is different, what really matters is that the field of view, remains the same, I've already tested it within the game and how much you can see in the peripheral vision of the screen is basically the same (105 fov 4:3 = 89 fov 16:9), I'm just not sure if this applies to the visual recoil.

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Posted

Not really sure what you are asking. You can only change the FOV by the vertical because that’s what the game uses internally. If you use black bars for a 4:3 res to chop off a portion of the screen then you haven’t changed the FOV just because it now measures less horizontally (why would your crosshair behave differently if you took two pieces of paper and covered the sides of the screen?!)

That said, whether “visual recoil” is affected at all by FOV depends entirely on the game, there would be nothing to stop a developer making a fixed 2D animation of the weapon barrel / crosshair not linked to FOV or the game world at all if they wished, although in most cases it probably is so it somewhat matches the weapon projectile and/or hitscan point.

it’s quite simple to test though, set the FOV very low and look how much the sight bounces around within screen space , then set it high and check again. Doesn’t need to be very scientific to figure that out.

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