Tuesday November 24 2009
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FOV Discrepency: A Test Map

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I was looking at a teammates demo the other day and he was oblivious to someone who was definitely on my screen. He uses 4:3 and I use 16:9, we both are/were on FOV 90.

But I know that I see more than 90 because when I back into a right angle corner I can see both walls and then some.

So I made a map. This map will test your effective FOV. People running 4:3, 16:9 and 16:10 will all get different results.

HOW TO TEST
1 put map in maps directory
2 load map on listen server
3 join team and start walking forward/backward until the black bars are both vertical and on the edges of your monitor
(easiest if you are a heavy and you lower your sensitivity)
4 look down and shoot

Screenshots
overview http://img24.imageshack.us/img24/7917/fov..
testing http://img9.imageshack.us/img9/5165/fovte..
result http://img5.imageshack.us/img5/9032/fovte..
(this means that my effective FOV is about 106)

Download (0.5 MB)
http://www.filefront.com/14015503/fovtest..

If you test, come back and post your resolution (aspect ratio) and the result. (like this)
I'll assume you're using fov_desired 90

1920x1080 (16:9): 106

edit: to fix download link

This comment was edited at 07/10/2009 11:51 PM
o hi, im terrible
2
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very interesting, I'll post my results tonight at home.

I know that there are a lot of discrepancies because I've had some people asked me why do I use fov75. Thing is, i use 90. My guess was that it had to do with widescreen resolutions showing differently when other people that have different ratios spectate me.
looking
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1680x1050 (16:10): ~102 on 22" LCD

The vertical black bars on the red columns are angled considerably, such that measuring the fov by their top and bottom yield different results.

I've noticed it in spec also, wondering how someone didn't see what I saw on the side of their screen.
A few of us have brought this up before but were told we were crazy...
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#3 you must aim at the wall in front of you so that the black bars appear vertical on-screen, like in the second picture in first post
o hi, im terrible
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That's exactly what I did, which is why I bothered to mention that they were slanted and would be worthy of being noted.

I attempted it again, just in case I botched the angle I was aiming from, and there's a clear swivel effect happening on either side of the parallel plain that doesn't seem to have a zeroed value. They either slant with the V shape or the A shape, nothing in-between no matter how slowly I attempt to adjust the crosshair.

I'll experiment with other fov settings later to see if it's a function of my monitor rather than the game.

This comment was edited at 03/10/2009 10:50 AM

"f0v 90" at 1920x1200 (16:10) = ~101

"fov 100" at above = ~110

no slant for me after adjustment

edit: "fov 90" at 1920x1080 = ~106

I'm seriously considering using that res to get past valve's stupid fov cap even tho it doesnt fill my screen (24" lcd)

This comment was edited at 03/10/2009 11:20 AM
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The fov you have set at 90 is vertical field of view.
Your resolution determines your aspect ratio (4:3, 16:10, 16:9) which is the the ratio of horizontal to vertical.

90 vertical fov at 4:3 gives you a 120 horizontal fov.
90 vertical fov at 16:10 gives you a 144 horizontal fov.
90 vertical fov at 16:9 gives you a 160 horizontal fov.

Math is fun.
8
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yayyyyy Jaeger.

He's right. Also when you "look down and shoot" you're giving yourself a few more points in FOV sense - or what you perceive.
9
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which is why r_aspectratio 1.8 was an awesome command
10
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16:9 gives you an aspect ratio of 1.777...

close enough to 1.8 don't you think?
11
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Seems unfair. FOV limits should set a realistic FOV that's equal for all.

That said, there shouldn't be limits.
12
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Wow, my widescreen LCD monitor actually gives me a competitive advantage for once.
You're pro or you're a noob. That's life.
13
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yeah jeager but my point is for those who cant go 16:9, it helped them see more on either side of the screen, not a prob for me since I run in 16:9, but running at 16:9 with aspectratio 1.8 made it feel a lot nicer to scout regardless
14
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+frag for math
=> +frag for poster
=> +frag for jaeger
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QUOTE:
90 vertical fov at 16:9 gives you a 160 horizontal fov.

wait, but I see 106 horizontal FOV, not 160.
my friend with 4:3 got something like 80 FOV, not 120

the part where you "look down and shoot" is just to mark where you were so that you can step back and see which tick you landed on - how does that affect the outcome of your effective FOV?

tl;dr how is jaeger right?
o hi, im terrible
16
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He's a good TF2 player, duh.
17
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if anybody plays at 1280x1024 like me you might as well just quit because your FOV is terrible. Worse than 4:3. I can see more on 640x480.
18
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Aye - I missed the aspect ratio :( it let me compensate for not using widescreen - so I didn't get 20fps. 1.8@800x600 made it looked fucked up but it worked oh so nicely :\
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#17 is right. At 1280 x 1024, I got ~86 FOV. Ouch. =(
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Basically if you're running 4:3 you should be right at 90 degrees effective FOV.
If you have 16:10 you should end up around 100-102
If you have 16:9 you should end up around 105-107
If you run 1280x1024, that is a 5:4 resolution and you will end up with 85-86 as your effective FOV.

Thanks for the input guys. In the coming weeks I will make a similar map for vertical FOV for those interested.

This comment was edited at 03/11/2009 3:04 AM
o hi, im terrible

1440 x 900

about 102 ish?
lets see my heroic actions
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1024*768 - 90

1280*720 - 108
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Well yes, if you're running widescreen you'll see more stuff around you, this isn't a new revelation. Or am I retarded and missing something?
24
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woww wtf, I'm running 1280x1024 and my real FOV is apparently like 87

This comment was edited at 03/11/2009 8:49 PM

26
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I would maybe test this out but going from crt to my 22" lcd makes me want to throw up.

1280x1024 is 5:4

dumbass
28
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1280x960 is 4:3, #25
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First post's download link has been updated

http://www.filefront.com/14015503/fovtest..
o hi, im terrible
30
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wow #7 is a fvcking r-tard (i.e. used the forumla for fisheye instead of rectilinear) let me fix that for you.

fov_desired changes horizontal fov but the game ensures constant vertical fov at different aspec ratios so first we determine our vertical fov at 4:3

verticalFov = 2 * atan( tan( 90/2 ) * 3/4 )
verticalFov =~ 73.74 degress

horizontalFov = 2 * atan( tan( verticalFov/2 ) * aspectRatio )
horizontalFov @ 5:4 =~ 86.3 degrees
horizontalFov @ 4:3 = 90 degrees
horizontalFov @ 16:10 =~ 100.39 degress
horizontalFov @ 16:9 =~ 106.26 degress

Real math is even more fun.

This comment was edited at 10/03/2009 4:49 PM
31
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everyone make sure your calculators aren't set to radians
32
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i was wondering why you were so wrong before, jaeger.

you have redeemed yourself

your all gay
34
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<FOV related airstrafe joke>

so, does using a widescreen fov give you less vertical vision?
36
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"fov_desired changes horizontal fov but the game ensures constant vertical fov at different aspec ratios so first we determine our vertical fov at 4:3 "

I assume not (at above).

Yay, I actually get 100 degrees. Don't want to force my resolution to 16:9 for more FoV though. :(

This comment was edited at 10/03/2009 5:25 PM
SteamNick = Supe, SteamID = XGSuperstar
37
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wow look at jaeger using trigonometry for a videogame, what a nerd
38
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wow look at this guy thinking 5th grade proportions is trigonometry, what an idiot
39
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double posted because gotfrag lags

This comment was edited at 10/03/2009 7:02 PM

#38... arctan is not a 5th grade function

I have a 5:4 monitor but play at 1280x720 :]
41
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#40 it's tan^-1 to us Canadian eh
um, get like me?
42
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Since I left high school I have used what I learned in math class approximately zero times. Had to relearn most of that garbage just to do a GRE for grad school where I will be free to forget it all again. Math is fun if you want to be a math teacher.
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Yea, learning arbitrary methods to solve any problem is WAY overrated.





idiot.
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