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
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.
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...
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.
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.
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
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?
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 :\
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.
"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. :(
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.
FOV Discrepency: A Test Map
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
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.
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...
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.
"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)
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.
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.
close enough to 1.8 don't you think?
That said, there shouldn't be limits.
=> +frag for poster
=> +frag for jaeger
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?
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.
about 102 ish?
1280*720 - 108
dumbass
http://www.filefront.com/14015503/fovtest..
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.
you have redeemed yourself
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. :(
I have a 5:4 monitor but play at 1280x720 :]
idiot.
http://www.filefront.com/14852523/fovtest..
Submit Comments
Registered Users Only
In order to post comments, you must be a registered member. If you have not registered, it's free and easy!