Talk:Field of View
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 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 article claims that the vertical FOV defaults to 75. This can't be correct. I've experimented, and I can conclude that the FOV number represents the amount of degrees visible horizontally in 4:3. Therefore, when the option is set to 90, the vertical FOV is 67.5. --Vonje 14:51, 24 May 2012 (PDT)