Field of view in video games

The FOV in a video game may change depending on the aspect ratio of the rendering resolution.

[1] The field of view is usually given as an angle for the horizontal or vertical component of the FOV.

However, depending on the FOV scaling method used by the game, it may only affect the horizontal or the vertical component of the field of view.

Including peripheral vision, the visual field of the average person is approximately 170–180 degrees.

Therefore, a narrow FOV of around 60 degrees is used for console games as the screen subtends a small part of the viewer's visual field, and a larger FOV of 90 to 100 degrees is usually set for PC games as the screen occupies a larger amount of the viewer's vision.

However, in many cases the narrow FOV of the console release is retained in the PC version.

This results in an uncomfortable sensation likened to viewing the scene through binoculars, and may lead to disorientation, dizziness, or nausea.

[3][4][5] The terms Hor+, static (previously anamorphic), pixel-based, Vert- and stretch are widely used in gaming discussions to describe how different video games change field of view dependent on the aspect ratio of the rendering resolution.

[6] Temporary changes to the field of view can sometimes be used as a special effect in video games.

Reducing the field of view is commonly used to convey focus, whereas widening it may increase perceived movement speed or indicate lack of control.

A field of view
90 degrees FOV in a video game
Field of view (FOV) in 16:9 video game with Hor+ scaling at 16:9
FOV in 16:9 video game with Hor+ scaling at 16:10 resolution
FOV in 16:9 video game with Hor+ scaling at 4:3 resolution
FOV in 16:9 video game with static scaling at 16:9
FOV in 16:9 video game with static scaling at 16:10
FOV in 16:9 video game with static scaling at 4:3