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What is the "correct" field of view setting for 16:9 @ 1080p? 
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Are you telling me nobody can actually answer this?
Are you telling me nobody can actually answer this?
What is the "correct" field of view setting for 16:9 @ 1080p?![]()
BF3's FOV is exposed vertically, the horizontal FOV (like you're used to seeing) transparently changes with the aspect ratio.
Basically set it to whatever looks best, you don't need to worry about manually compensating for the aspect ratio.
BF3 uses horizontal FOV, not vertical. The tooltip is wrong.
In general, I think a good FOV is 90. However, if you have a small monitor (less than 24'') you might want to lower this because everything will appear smaller on the screen. Also, if you have a weak video card, consider lowering FOV to improve FPS.
Are you telling me nobody can actually answer this?
It is personal preference but the "correct" values are 90 horizontal FOV for 4:3, 106 FOV for 16:9 and 100 FOV for 16:10.
In vertical FOV this would be 74 for the setting in BF3. The reason they use vertical FOV is because it is constant then. 74 vertical would automatically provide 90 FOV in 4:3, 100 FOV in 16:10 and 106 FOV in 16:9
Any more than 74 and you start to fisheye. If you don't mind a little fisheye effect then use higher, but there is no reason to go lower.
"We use a vertical FOV, not a traditional horizontal fov, making 90 fisheyed. 75 is more 'typical'." -Alan Kertz, DICE's core gameplay designer for BF3.
https://twitter.com/#!/Demize99/status/141504461515403264
Good explanation:
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It's definitely vertical FOV. You can confirm it by taking a screenshot at different aspect ratios. The vertical viewing area stays constant while the horizontal area grows and shrinks. Assuming you don't touch the FOV setting between changing aspect ratios.
That picture bugs me. A isn't 90 degrees, as the total photo is barely, it's more 70/80. Then C is around 30/40 degrees.![]()
That picture bugs me. A isn't 90 degrees, as the total photo is barely, it's more 70/80. Then C is around 30/40 degrees.![]()
Ugh, what kind of logic is that, how does that prove they're using vertical fov? If your at 4:3 aspect ratio and change to a widescreen resolution of 16:9 of course the horizontal area grows while the vertical remains constant and vice versa. That is the correct way of implementing widescreen. This has nothing to do with whether or not vertical fov or horizontal fov is used.
Ugh, what kind of logic is that, how does that prove they're using vertical fov? If your at 4:3 aspect ratio and change to a widescreen resolution of 16:9 of course the horizontal area grows while the vertical remains constant and vice versa. That is the correct way of implementing widescreen. This has nothing to do with whether or not vertical fov or horizontal fov is used.
Because clearly horizontal FOV is a function of aspect ratio and the vertical FOV and not a constant... therefore...
hFOV = f (aspect, vFOV)
vFOV = constant set in INI file
How does that logic fail?
I don't really like that image that was posted. I've seen this kind of "math" before. It leads to really claustrophobic FOVs if your eyes aren't glued to your monitor. Fish-eye effects may seem unnatural, but looking at the world as if you're looking through a monitor-sized peep-hole at arms length is unnatural as well. The only correct FOV is the one that feels best to the individual gamer.