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  1. I don't know exactly why that was chosen, but I can hazard a guess... The aim of viewspeed is to unify the feeling of moving through different FOV's so the difference isn't jarring going from one FOV to another even if it's detrimental to muscle memory. To explain this, I'll compare it to 0% monitor distance match, the best we have for muscle memory. When converting to low FOV it 'feels' slow, even if aim is good, so viewspeed aims to make this faster. Similarly, converting to a larger FOV with 0% monitor distance match makes it 'feel' too fast, so viewspeed aims to make this slower. Because we're talking about how it feels to us, we're going to base the measurements on out window into the game world, here that's the flat monitor sat in front of us. So what properties can we look at? In the left image we have the chord lengths created from each FOV, we have the Radii from each FOV to the screen, and we have the different arc lengths created from each FOV, and in the right hand image we have the each arc length created from each FOV. Now my guess here is that they just found a pair of these where the ratio between them feels right and achieves the goals set about above. I've made a geogebra calculator for viewspeed here if you want to play around with it: https://ggbm.at/mgw8cke4
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