Talk:Field of View: Difference between revisions

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It was claimed that the FOV being defined vertically was "misinformation" by [http://developer.valvesoftware.com/w/index.php?title=Field_of_View&diff=71864&oldid=71863 this edit].
It was claimed that the FOV being defined vertically was "misinformation" by [http://developer.valvesoftware.com/w/index.php?title=Field_of_View&diff=71864&oldid=71863 this edit].


The edit is completely wrong. The original was correct. Source engine has never cropped the image when using widescreen resolutions. That only occured with the Goldsrc engine (HL1, etc.). You can make comparison shots in any Source engine game with 4:3 and then 16:10 or 16:9 to confirm this. You see the same vertically but more horizontally when using 16:9 or 16:10. Kind of wish people would actually know what they're talking about before making huge edits...
The original was correct. Source has never cropped the image when using widescreen aspect ratios. You can make comparison screenshots in any Source game with 4:3 and then 16:9. The 16:9 picture will show the same amount vertically, while displaying more horizontally. In CS 1.6, it would be the opposite: widescreen aspect ratios put the player at a disadvantage, as he would see the same amount horizontally but actually see less vertically. edit: I have read that Source games are locked at 74 vertical FoV, and that the FoV console command actually refers to ''horizontal'' FoV ''at the 4:3 aspect ratio'', which is automatically scaled higher with widescreen resolutions. Needs testing.

Revision as of 14:09, 17 September 2012

Imho, this page its crud and need enhancements. Its a important page. Sould be much better. I cant help much because my english sux. Maybe a nice guy may help??.. --Tei

Fixed. -Zevensoft 09:29, 14 Jul 2005 (PDT)

Needs pictures... As a human, the concept of having different fields of view is kind of incomprehensible Cfive 17:51, 27 Sep 2008 (PDT)

Horizontal or vertical?

I'd like to see some sort of substantiation of the claim the that fov cvar is for the horizontal field of view, rather than for the vertical. Because the fov cvar does not need to be changed when switching aspect ratios (from 4:3 to 16:10, for instance), how can the fov cvar possibly reflect the horizontal FOV (which must necessarily increase when increasing the aspect ratio)?

It was claimed that the FOV being defined vertically was "misinformation" by this edit.

The original was correct. Source has never cropped the image when using widescreen aspect ratios. You can make comparison screenshots in any Source game with 4:3 and then 16:9. The 16:9 picture will show the same amount vertically, while displaying more horizontally. In CS 1.6, it would be the opposite: widescreen aspect ratios put the player at a disadvantage, as he would see the same amount horizontally but actually see less vertically. edit: I have read that Source games are locked at 74 vertical FoV, and that the FoV console command actually refers to horizontal FoV at the 4:3 aspect ratio, which is automatically scaled higher with widescreen resolutions. Needs testing.