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PostPosted: 29 Sep 2007, 15:40 
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Joined: 06 Jun 2006, 08:56
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That looks like a zoom out to me.

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PostPosted: 29 Sep 2007, 17:01 
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Joined: 19 Sep 2006, 11:49
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The hand/gun models remain the same. Why does it look like a zoom out to you?


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PostPosted: 29 Sep 2007, 21:06 
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Joined: 27 Jul 2004, 17:42
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It looks like a zoom out because both the vertical and the horizontal FOVs are getting bigger.


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PostPosted: 30 Sep 2007, 02:53 
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Joined: 06 Jun 2006, 08:56
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It looks like a zoom out because both the vertical and the horizontal FOVs are getting bigger.


Precisly, so does that mean, if the hor and vert are equally proportionally increased then it is not really a FOV increase rather than a zoom out?

I believed a FOV increase was to see more on the sides.

Perhaps it is a VERT & HOR FOV increase?

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PostPosted: 30 Sep 2007, 03:44 
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FOV increase and zoom out are the same thing.

I believed a FOV increase was to see more on the sides.

That's what an aspect ratio increase does, at least in a Source engine game (and all 3D games that use the same type of projection matrix).

Perhaps it is a VERT & HOR FOV increase?

Technically this is correct, but that's what the phrase "FOV increase" usually means. Source engine games only use one FOV var, and this var corresponds to the vertical FOV. The horizontal FOV is only visible in the machine code, and its value is calculated based on the vertical FOV and the aspect ratio. So as long as the aspect ratio does not change, if the vertical FOV increases, the horizontal FOV increases too. So even though there is only a vertical FOV setting, a singular value still represents both FOVs.


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PostPosted: 01 Oct 2007, 23:38 
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Joined: 21 Aug 2007, 04:07
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i've just gotta say, why the hell is it taking 2K so long to release a patch for Bioshock?

Again valve shows how they listen to the community. They got a fix out in little over a week.

I think 2K just said they're working on a patch to get us to shut up.


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PostPosted: 06 Oct 2007, 02:09 
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Joined: 22 Jun 2006, 19:47
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So back to topic, one question: Which FOV setting is now optimal for which kind of user? 16:10 (1680*1050 for example) is there the FOV 90 optimal and for 1024*768 the FOV 75?


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PostPosted: 06 Oct 2007, 03:39 
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Joined: 03 Mar 2007, 06:34
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I believed a FOV increase was to see more on the sides.

As has been elaborated, FOV = zoom. I think you're confused by the fact that the FOV change that we talk about as part of hor+ widescreen implementation results in no perceived zoom change between 4:3 and widescreen. However, in that case that's because that's because the shape of the viewspace is changing along with the FOV. At the most literal level a hor+ change is zooming out; it's just that because shape of the viewspace also changes there's no perceived zoom change vs 4:3. Changing the FOV while maintaining the same aspect will certainly alter the actual and perceived level of zoom.

So back to topic, one question: Which FOV setting is now optimal for which kind of user? 16:10 (1680*1050 for example) is there the FOV 90 optimal and for 1024*768 the FOV 75?

Note that the FOV setting indicates what the FOV is at a 4:3 ratio which is then adjusted appropriately to maintain hor+ for widescreen aspects.

In other words if you select FOV 75 and run a 16:10 screen your FOV isn't actually 75°, it's whatever the hor+ "equivalent" is (in the case of a 16:10, the actual FOV would be 85° according to the FOV Calc).

So therefore one FOV setting isn't suited to one aspect over another. You're always getting the "equivalent" FOV for your aspect regardless of the the setting. It's purely a matter of whether or not you like a smaller or larger FOV.


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PostPosted: 06 Oct 2007, 16:19 
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Joined: 15 Apr 2005, 13:46
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Great news that Valve did something about the FOV issue. I'm really looking forward to the game!


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