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Optimal fov

Started by November 08, 2000 05:20 PM
2 comments, last by DW-za 24 years, 2 months ago
Ok it''s probably a dumb question, but what would anyone here consider being the "on average" best fov for a landscape engine, like the one Baskunen (Baskenen, sorry I''m terrible with names) uses in his landscape engine or like the ones used in Sacrifice, Black and White, Ground Control, Populous III, among others. I''ve gone through some the DirectX examples and they vary from PI/2 to PI/4 more or less... So, noting that I can say I don''t know enough in this domain (well I know what a fov is, who doesn''t, and I understand all the maths implicit in a projection matrix), but I have to say that I really haven''t really played around with this and I don''t know what impact it would have on a terrain rendering engine (which would have fairly distant polygons where projection will make a matter). Maybe we could compare our fov opinions (and the fov''s that people have already used in their terrain engines) and we could probably calcuate our average "subjective fov" and average "fov''s already used)... Right now I''m particularly inclined to PI/3 (60 degrees)... Being punctual is only making your mistake on time... Murphy 1 to 3 chefs make a good restaurant 100 chefs makes a McDonalds Tim Sweeney
Being punctual is only making your mistake on time...Murphy1 to 3 chefs make a good restaurant 100 chefs makes a McDonaldsTim Sweeney
One you can change, unlike PopulousIII or DiabloII.

More like... Everquest.

If you''re making a 3D game, there''s no good reason to restrict the pov of the scene. Unless you want tactical realism for a FPS or something...
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
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Dynamically change the fov?

That''s an interesting ideia (I have to admit that I''ve never considered that)... What kind of "visual effects" would it be good for? I''m sorry to say that I''ve never played around with Everquest (it would probably be a lag festival if I tried anyway...), so I can''t really say that I fully understand what I''d be expecting to see (but I''m surely going to try it out on some engines to see what happens...).

I''d just like to add (to my initial meesage) that the fov to me is particularly important, because I intend to try an interesting and weird ideia... If it works and is any bit useful, then I''ll post the theory somewhere...

Being punctual is only making your mistake on time...

Murphy

1 to 3 chefs make a good restaurant 100 chefs makes a McDonalds

Tim Sweeney
Being punctual is only making your mistake on time...Murphy1 to 3 chefs make a good restaurant 100 chefs makes a McDonaldsTim Sweeney
In Quake/Quake II I think it defaulted to 90 degrees, but when I started to mess around with it, I gave my guns telescopic sights, by binding something to a key to change the fov. It was pretty cool, but I think 90 degrees looks fine. As for effects, if you make the fov > 180 (try 359 for something really trippy) things start to get warped. So maybe if you smoke some stuff then you get the funky effect.
Or if you finally get to a goal, a quick zoom in then zoom out wouldn''t go astray, as if the player is opening their eyes really widely.
Or you could just use it to zoom in and out =)

o/t
in advance, if this is is as an anon poster, then its really ragonastick, I''m at school and I wouldn''t know my password =)
Trying is the first step towards failure.

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