Difference between revisions of "FOV"

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Field Of View (FOV) is a traditional photography term, meaning the area that the camera can see in the game scene.
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= FOV =
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The FOV is usually defined by its width in degrees. A typical FOV in games is around 60 degrees, although players enjoy being able to change the FOV themselves.
  
Field Of View is a traditional photography term, meaning the area that the [[Viewer|viewer]] can see in the RT3D scene. The FOV is usually defined by its width in degrees. A typical FOV in [[RT3D]] games is around 45 degrees. A really wide FOV like 90 degrees allows the viewer a panoramic view, but can seriously lower the frame rate because so many polygons are visible. It also produces distortions in the scene, where objects in the center of the view appear to be farther away than they are, and objects at the periphery appear to be really close. The trick in RT3D is to lower the FOV as much as possible without impairing too much of the view. See also [[Frustrum|frustum]].
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When linear perspective is used, this produces distortions in the scene where objects in the center of the view appear to be farther away than they are, and objects at the periphery appear to be really close.  
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A really wide FOV can lower the frame rate because so many more polygons are visible.
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[http://strlen.com/gfxengine/fisheyequake/ Fisheye Quake] allows an extremely wide FOV while avoiding the typical linear distortion artifacts, by rendering the game as a cubemap, then stitching it together into an anamorphic projection.
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* [[Frustrum]]
 
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[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 18:59, 25 February 2015

Field Of View (FOV) is a traditional photography term, meaning the area that the camera can see in the game scene.

The FOV is usually defined by its width in degrees. A typical FOV in games is around 60 degrees, although players enjoy being able to change the FOV themselves.

When linear perspective is used, this produces distortions in the scene where objects in the center of the view appear to be farther away than they are, and objects at the periphery appear to be really close.

A really wide FOV can lower the frame rate because so many more polygons are visible.

Fisheye Quake allows an extremely wide FOV while avoiding the typical linear distortion artifacts, by rendering the game as a cubemap, then stitching it together into an anamorphic projection.


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