There is this unfortunate issue with skyrim being unfriendly to anything much higher, actually anything above 90 starts to produce horrible clipping in some specific cases in regards to the first person view only, in which the arms/weapon parts are clipped allowing you to see into "them".ġ00 seems to be a good balance without getting some really bad clipping problems. I personally play Skyrim at 100 FOV on my 16:9.5 ratio display. With eyefinity or multi monitor screens using 4:3 ratio monitors. With 16:9 monitors which provides a slightly wider view, commonly 100-110 fov was used. When 16:10 monitors arrived, the common FOV was 95-105, typically people we plenty happy with 100fov. now they see anything much higher than this new ridiculously low FOV as fish eyed, when in fact it's nowhere near that. However with the advent of consoles, in order to reduce over burdening the systems, more and more they kept shrinking down the FOV resulting in more and more of a tunnel vision, eventually of course this resulted in with the slow transition that people have grown accustomed to it. I didn't retain enough to elaborate.Ĭode Affinity Posts: 3325 Joined: Wed 11:11 amĬommon standard used to be 90FOV for most 4:3 ratio monitors back when Quake/doom fired up and carried on with unreal tournament and such. Again, anything to the sides should be out of focus.įrom some research I've done, it seems that your brain "makes up" much of what is out of focus, or something. Head tracking for moving the camera view around. Anyway this requires head tracking to replicate on monitors. The eyes focus on a very small point, the rest of the view would be out of focus. It seems to me that the human field of vision is around 3 times wider than widescreen, if I were to take a guess. I just can't stand the warping of any higher, nor the binoculars of any lower. So I've been using 70 for a long time now. Over time, the warping (fisheye?) started to really annoy me, so I'd lower it by 1 point. But the default is like binoculars and I could never stand it.
![ideal fov for 1920x1080 ideal fov for 1920x1080](http://esreality.com/files/placeimages/2009/68674-fov120.jpg)
We don't use it as it doesn't make sense for games and probably would cause some kind of fisheye or lense distortion effect.I like somewhere between 80-85, say 82.5 ish, but unfortunately, there is major warping. It's a good idea to allow players to tweak it to suit their particular environment.Įdit: for the record, the field of view for human vision is actually around 180. Console games typically enjoy a field of view no lower 60, but rarely higher than 80.
![ideal fov for 1920x1080 ideal fov for 1920x1080](https://www.highreshdwallpapers.com/wp-content/uploads/2014/04/Awesome-High-Resolution-Video-Game-Wallpaper.jpg)
#Ideal fov for 1920x1080 Pc
PC gamers sit close to their displays, so ideally a PC game will use a field of view in the region of 80-110, potentially higher when in widescreen resolutions. The same deal applies to games and if you use field of view inappropriately, you can induce feelings of motion sickness, nausea or tunnel vision, as what the eye is seeing does not correlate to what the brain expects. When you looked through a window whilst standing in front of it you have a wide field of view looking through it and can see a fair deal, whereas if you are stood across the room from the window your field of view is considerably narrower. The important thing is to understand why we used field of view.
![ideal fov for 1920x1080 ideal fov for 1920x1080](https://assets2.rockpapershotgun.com/far-cry-6-high.jpg)
The above answer isn't really ideal - the reality is that it depends on the user's distance from the screen, much as if they were looking through a window.