With pixel-based scaling, the amount of content displayed on screen is directly tied to the rendering resolution. Pixel-based scaling is almost exclusively used in games with two-dimensional graphics. This avoids distortion of objects in the game world but results in a smaller field of view on widescreen resolutions, and may become especially problematic with extremely wide resolutions, such as those common on multiple-display setups In vert- games, as the aspect ratio widens, the vertical component of the field of view is reduced to compensate. Vert- (vertical minus) is a scaling method used by some games that support a wide variety of resolutions. This becomes especially important in more “exotic” setups like ultra-wide monitor or triple-monitor gaming. Since the majority of screens used for gaming nowadays are widescreen, this scaling method is usually preferred as wider aspect ratios do not suffer from reduced FOV with it. In games with hor+ scaling the vertical FOV is fixed, while the horizontal FOV is expandable depending on the aspect ratio of the rendering resolution a wider aspect ratio results in a larger FOV. Hor+ (horizontal plus) is the most common scaling method for the majority of modern video games.
Ideal fov for 1920x1080 plus#
This distance is simply scaled and converted back to FOV angle for use on a widescreen.I have talked with several forum members in public and in private and tried to produce a better solution to the current Horizontal plus method that Grim Dawn uses. FYI the tangent of 75/2 is simply the ratio of game distance between the center of the 4x3 screen and the side, divided by the game screen-to-camera distance. Instead it is tan(FOV/2) that should be used. tan(FOV) is also nonsensical as a 90 degree FOV is perfectly valid but tan(90) cannot be computed. The use of trigonometric functions is clearly necessary because otherwise a wide enough screen would lead to a calculated result above 180, which leads to the nonsensical conclusion that you should be seeing things behind you on your flat monitor. Note: in these calculations the functions arctan and tan involve degrees, not radians. Using oddball resolutions like 1280x1024 on a 16:10 montor is going to confuse things as it involves rectangular pixels. I'm going to assume only square pixels, which simplifies the calculations. 16:9 monitors with resolutions like 1920x1080 are a bit less commonly used (more info here: ) Now, most people use widescreen displays at 1680x1050 or 1920x1200 with a 16:10 aspect ratio. When Morrowind was originally released (around 2002), monitors had 4:3 (physical) aspect ratio and Morrowind used 75 degree aspect ratio.
What is the ideal FOV for a widescreen display user? Ideally, I maintain that the center of the screen should look exactly like the original Morrowind game and the borders of the screen should merely add additional peripheral details.