Originally Posted by Tegiri Nenashi
For game developer FOV is just a trivial scaling factor. Know what they think of this issue? "Geez, just decide what FOV you want, and I will render the stuff on the screen with required proportions (HOR, muhomor, whatever)". This is why all
3D game engines have FOV setting console command (or variable in the preferences file). With increasing display size disparity it would become progressively more evident that the existing method is HORrible. They will fix it or, at least, will make this setting less obscure, regardless of your ludicrous plea: "widescreen has to be wider".
There's no plea. You seem to have wandered away from the discussion, so let me clarify again. This debate isn't about what's better. It's about how things actually are. I don't really care if ultrawides have a wider field of view or not. I use 16:10 primarily so I'd stand to benefit over 16:9 users if HOR+ was gone. I'm simply stating the reality of how things are, since you seemed to be in denial about it and I didn't want you to keep spreading false information about how 16:9 4K displays will give you a larger FOV than an ultrawide.
Originally Posted by Tegiri Nenashi
It depends how much attention this issue gets. Once again, 10 years ago widescreen community were screaming about too narrow FOV (compared to 4:3). If enough gamers with 40"+ displays complain, they would do something about it.
After all, it is probably couple lines of code within million lines long game engine code. It is not rocket science.
And what scaling method would you suggest? VER-? Where a 16:9 display such as 3840×2160 would have the same horizontal FOV as a 3840×1600 display, but with a larger vertical FOV? If you did that, it would also continue upwards as well; 3840×2880 (4:3) would have a larger FOV than 4K UHD, 16:9 resolutions would just display the same thing as 4:3 with the top and bottom cropped off. That's what we already had before, as you keep pointing out. Do you really think they'll go back to that? Also keep in mind this again is independent of resolution; since the horizontal FOV is fixed it doesn't matter what the specific resolutions are; a 1024×768 display would have a larger field of view than a 3840×2160 display, so if your main complaint about HOR+ is any low res 21:9 displays will have more FOV than the highest resolution 16:9 display, the other method (VER-) isn't any different, it's just a matter of direction.
Originally Posted by IMI4tth3w
So coming from owning a 40" 4K monitor for almost a year now, I'll solve this once and for all.
Setting an ultra wide resolution of 3820x1600 in the nvidia control panel will allow me to play all games that support it with black bars.
Now it is true for most games that you'll see more FOV with a wider aspect ratio, but there are exceptions. One example I can think of is runescape in 4K makes everything super small but I can see a ton of stuff if I zoom out.
Now for my opinion, 40" 4K is a perfect sweet spot and could even be a little bigger for a smaller pixel density. I do wish it had higher refresh rate and a little faster response time and it would be perfect
Runescape is an interesting example, as it doesn't actually use any scaling method right now, it's just pixel-for-pixel. Higher vertical resolution will expand your vertical view, higher horizontal resolution will expand your horizontal view. Resolution actually does matter, unlike most games where it's scaled based on aspect ratio. Jagex is a bit behind and haven't put in any consideration for 4K resolutions, and you may notice distortion at the edge of your screen at 4K, the world curves away a bit more drastically than on a 1080p monitor, and the fog on the sides of the screen is much further into your field of view. I'm interested to see what scaling route they'll decide to take when they implement proper 4K support.
Civilization games I believe are another notable example of games that expand your FOV based on resolution, but I'm not 100% sure on that one, I'd have to check.
Originally Posted by Tivan
How specifically would you go about detecting monitor size? Is that info available in the monitor? I'm no expert on this!
Also, accounting for the fact that people sit a little further from bigger monitors, oftentimes, is a consideration. But nothing a little surveying couldn't fix, if you find enough people to survey.
Monitors don't carry any information about their physical size. The information exchanged with the computer is part of a standardized protocol called EDID, which contains information about the monitor such as a list of supported resolutions, frequencies, and timing formats; that's where Windows gets its list of resolution options from. In order to implement size information, EDID would have to be replaced with something else or with an updated version of EDID, and only monitors forward of that update would carry size information, and support for this new protocol would have to be implemented in operating systems and graphics card drivers as well. It's really outside the domain of games developers.
That being said I'm not 100%
certain on this, perhaps @Peter Nixeus
has more information than me and can set me straight one way or the other?
I went ahead and checked the EDID information for a few monitors I had on hand and it turns out they actually do carry physical size information in there, so I stand corrected on that point. But like I said, I'm not really concerned with what could
be done or what's possible
for game developers, or what method is best. My primary concern is about what how things actually are
, in the real world, today. And the situation today is that almost all games use HOR+ scaling, and only aspect ratio affects your ingame image, not resolution or size.
http://puu.sh/mTvic/340ae7f4f3.pngEdited by Glenwing - 2/2/16 at 1:28pm