Hi guys, I thought I'd chime in about the FOV thing to explain how the game works.
You correctly deduced the aspect ratio behaviour (at least part of it).
I tried many different things and settled on the following solution:
Between 16:9 and 3x 16:9, the horizontal FOV expands.
Between 16:9 and 4:3, the vertical FOV expands. I wanted to preserve the original game behaviour as I didn't see any reason to change that part.
Essentially, the game is originally designed for 16:9 TVs and 16:10 monitors (which is all we have at work).
4:3 is our backwards compatibility mode for old-ass TVs, and we decided expanding the FOV was the most reasonable way to experience the game on these. Not that you'd want to...
As for the extremes, below 4:3 I go back to contracting the horizontal FOV again so that you don't get a huge vertical FOV, and above 3x 16:9 I start reducing the vertical FOV, as the horizontal FOV would become huge and normal rendering algorithms start breaking down at some point (not to mention the wall clipping and near plane issues). I decided 3x16:9 was a fair max limit to the FOV.
So there's essentially 4 different types of FOV adaptation going on depending on aspect ratio. I settled on this after playing with the window size in windowed mode to cover all possible aspect ratios (you can try and play with it), to be future proof.
If you can think of a better solution, I'll be happy to discuss it with you and make a patch if it does seem like an improvement
Julien Barnoin