FOV: Fisheye Of View

FOV min and max on 32:9 screen

Methinks minimum of 54 is about 10 degrees too big... but the ship's UI.. oh dear

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With a narrower FOV in extremely wide aspect ratio displays (or multimonitor setups) youwould end up feeling like you were peering through the letterbox of he ships cockpit.
 
With rectilinear projection, If you sit so the FoV of the game's viewport fills the same FoV of your vision, there won't be any distortion. Of course, this means you'll be sitting uncomfortably close to most displays, unless they are extremely curved.

No real way around this otherwise, as we can't adjust our CMDR's seat placement.
 
No real way around this otherwise, as we can't adjust our CMDR's seat placement.

Headlook (or a VR helmet) solves this. On a regular display I'd agree. I used to have 3x 24" monitors, useful for racing sims where all the important stuff is happening to either side, but in a space sim I need to be able to see up & down as well, so now I play on a large (43") 4k monitor instead.
 
Wait.

PC Master Race players get numbers on their version of the FOV slider?

Wow.

FDev must really love you guys.

Not in the game, it's just a slider. But the settings can be manually edited in the game files. That starts to make the fisheye effect more obvious though.
 
Wait.

PC Master Race players get numbers on their version of the FOV slider?

Wow.

FDev must really love you guys.

Yes, but maximum is 60 which is already too low. That's why so many people fiddle with the settings file manually to increase to 80 or more, the cockpit ends up looking far better as we no longer feel like playing through binoculars, but at the cost of some fisheye effect near the horizontal edges, which gets more noticeable the largest FoV we set.
 
Yes, but maximum is 60 which is already too low. That's why so many people fiddle with the settings file manually to increase to 80 or more, the cockpit ends up looking far better as we no longer feel like playing through binoculars, but at the cost of some fisheye effect near the horizontal edges, which gets more noticeable the largest FoV we set.
There are some tools for racing sims, that calculate the physical FoV according to your screen size and view distance. I guess you will be shocked, how low the correct FoV is. Especially if you are sitting 3 feet away from a 24" screen, for instance.
 
There are some tools for racing sims, that calculate the physical FoV according to your screen size and view distance. I guess you will be shocked, how low the correct FoV is. Especially if you are sitting 3 feet away from a 24" screen, for instance.

I know that the real life FoV is smaller, I find it to become particularly evident for instance after you take a picture of a very large object. That huge thing that fills your entire view and looks might impressive, suddenly looks tiny in the centre of the photograph, because cameras have huge FoV compared to us.

But in real life your eyes can move and allow you to reach the entirety of your peripheral vision that is ~150 degrees. In games your eyes can't move (unless you're using Tobii eye tracker), the scene is always rendered as if you're looking straight front at all times that's why most PC games use a FoV of 90 or 100 to compensate for this and get rid of the "horse blinders" feel. Games don't try to mimic our real life depth of field either, else we'd end up with huge screens almost entirely blurred out except an inch or two at a time, and the games that do implement some form of DoF use an extremely soft depiction of our actual DoF.

The end goal is to provide an experience far more pleasant (and confortable) for the eyes, not to provide a scientifically accurate simulation of human vision (with locked eyeballs).
 
I know that the real life FoV is smaller, I find it to become particularly evident for instance after you take a picture of a very large object. That huge thing that fills your entire view and looks might impressive, suddenly looks tiny in the centre of the photograph, because cameras have huge FoV compared to us.

But in real life your eyes can move and allow you to reach the entirety of your peripheral vision that is ~150 degrees. In games your eyes can't move (unless you're using Tobii eye tracker), the scene is always rendered as if you're looking straight front at all times that's why most PC games use a FoV of 90 or 100 to compensate for this and get rid of the "horse blinders" feel. Games don't try to mimic our real life depth of field either, else we'd end up with huge screens almost entirely blurred out except an inch or two at a time, and the games that do implement some form of DoF use an extremely soft depiction of our actual DoF.

The end goal is to provide an experience far more pleasant (and confortable) for the eyes, not to provide a scientifically accurate simulation of human vision (with locked eyeballs).
That is true, however then you have to live with the downsides.
 
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