- Mar 22, 2008
Thanks for this. Up until now, I have always assumed that FPS FoV is not in any way affected by its rendering resolution, it only affects its graphical fidelity (so far every game I have played conform to this).
It looks like Doom might be an exception, I will have to try this on the demo though.
Your initial assumption was the correct one. Rendering resolution, given the same aspect ratio, does not in any way affect the FOV of the game. If you run 1280x720 or 1920x1080 or 2560x1440, the image will be identical in terms of the size and position of objects. The only difference will be the graphical fidelity. This is really easy to test and should be intuitive to anyone who has ever played a PC game and changed the resolution (which I'm hoping is everyone here).
The DOOM gif in the above post is bogus. The creator must have tweaked the FOV manually and it seems intentional misleading. I went ahead and did my own tests, to prove my point. You can see below I ran the same exact scene in DOOM, only changing the resolution between 2560x1440 (16:9) and 3440x1440 (21:9). Notice that the scene is in the exact same position, and the only major difference is that you can see extra pixels on the side peripheral view. The gun does shift slightly, but this is likely due to the way guns in FPS games have their own independent FOV so it may not be exact. But the the entire background is nearly identical in the middle. The view you are seeing vertically and in the center does not change. So running ultra-wide or Surround/Eyefinity just basically adds visible areas on the sides and does not take anything away.
One thing to note is that not every game supports ultra-wide resolutions, and some don't work well at all. But if they are working, it would be as shown here.