in normal tv game , usually fov of camera is what? 45 ，60 ，or ... which is better.
Answer by testure
Jun 17, 2011 at 06:47 AM
this is entirely dependent on what kind of game you're making. it doesn't matter if it's going to be on the TV, a computer monitor, or an iPhone.
45 is a very narrow FOV, you might want to use it in situations where it's a claustrophobic FPS horror game, or something along those lines. The player doesn't have much peripheral vision, so it could be useful for games where you want to limit what the player can see on the sides.
60 is a pretty standard FOV because it feels pretty good in first and third person games.
90 or higher starts giving players much more peripheral vision. very useful for fast-paced action games or first person shooters (like Quake 3 arena, etc).
so yeah, it's not a one-size fits all thing, you're going to have to experiment and find out what fits best.
True :D I still play Quake(live) but with 120 all the time ;)
Keep in mind that a fov of 90+ will cause the view to warp at the screen edges.
Some players, like me, get motion sickness above 90. So I play Q3 with 90.
but when i use 70 . the cube looks like rectangle .
and the camera setting in maya is very different from unity. by my lucky , i finally set a sence look the same both. there are no topics about that ...>_<
Unity camera uses vertical fov and I would guess that Maya uses horizontal fov.
Answer by WarpZone
6 days ago
This guide is indispensable for making your game more accessible to a wider audience:
They say 60 for TV, 90 for computer monitor. Anything smaller causes nausea in some of your audience. But also, note that you can get away with a slightly smaller FOV for thirdperson games than first-person.
Best practice, of course, is to make it configurable from an always-accessible in-game menu. (I.E. you can access it from the pause screen AND the title screen.) 60/90 should just be the default.
Answer by Kossuranta
6 days ago
No, no, no! You should never use FoV to limit players view area to make something claustrophobic or for anything like that. Too small and too big FOV cause motion sickness and headache to a lot of players.
There is no one correct value as the real value depends on how far away player is from the screen and how large the screen is. FoV stands for Field of Vision and should always be something that player has control over. Correct value depends on how much the screen covers of your total viewing angle. Humans generally have almost 180 degree vision horizontally and when sitting close to PC monitor it generally covers around 90 degrees horizontally hence FoV 90 is usually good.
General values are 60 for TV and 90 for PC monitor, but changing 22" monitor to 27" would require higher FoV from same viewing angle. Same goes for consoles, if you have 32" TV and then buy new 50" one you will most likely still have the couch at the same position. Only difference is that the closer you are and the more the screen covers your vision the more important it is to have correct FoV, this is the reason why PC players will always be really noisy if FoV is bad.
Adding to my answer setting for example 90 to Unitys Camera as Field of View most likely will not give you result you would expect as that is Vertical FoV, not Horizontal. Vertical fov of 59 would be same as horizontal fov of 90 on 16:9 aspect ratio or at least really close.
Uhm you basically said pretty much the same as the other two answers with the exception of your statement that you should never use the FOV for any artistic effects... In reality almost all games use a FOV change for various things. The most prominent is zooming. Almost every FPS game implements zooming via FOV. Another case is sprinting where a lot games increase the FOV slightly to provide a slightly larger view area which also gives the illusion of moving faster.
In most games you set the vertical FOV and not the horizontal FOV. That's the case in Unity as well. The horizontal FOV depends on the aspect ratio of the screen. As i said in my comment above i play Quake with 120° FOV all the time. Just watch this comparison vid.
The best thing you can do is what WarpZone said at the end: provide an easy accessible user setting as long as your type of game allows it.
ps: FOV usually stands for Field Of View
Try creating new project in Unity and setting camera FoV to 90 and the place cube at the edge of the visible area. It will not look like cube at all anymore because that is same as 120 horizontal fov on 16:9 aspect ratio.
There have been games with vertical fov like Battlefield Bad Company 2 and people even made calculator to get horizontal FoV because most use horizontal where 90-100 is generally good for PC. http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php
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