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It means the wider your screen/aspect ratio the wider your FOV.
This also means that 90 in AE feels more like ~110 in normal games.
Dose the + mean a factor of width or aspect ratio?
"Hor+ (horizontal plus) is the most common scaling method for the majority of modern video games. In games with Hor+ scaling, the vertical FOV is fixed, while the horizontal FOV is expandable depending on the aspect ratio of the rendering resolution; a wider aspect ratio results in a larger FOV." (from the almighty wikipedia)
In other words, the vertical fov doesn't change, but the wider your monitor, the more wide the fov gets.
When 90 "feels more like 110" it can be due to using a 4:3 base. Which is to say 90 fov is in fact 90 fov if you were on a 4:3 monitor. If that same monitor were magically transformed into a 16:9 screen, then the horizontal would then become 110(ish). (It would technically be 106.26.) So, selecting 90 in-game will look 90 on 4:3 while selecting 90 in-game will look like 110 on 16:9. In both cases, the vertical fov will be the same.
Atleast those are the definitions as I undertsand them
I believe if it were a strictly vertical calculation then it would change the vertical view to the number specified and then adjust the horizontal relative to the aspect ratio. So in a vertical fov setting you would see a change in-game on the vertical axis as well as the horizontal axis.
Feel free to correct me if I'm mistaken on any points. Thanks
Thank you very much, that was really insightful. I do have a few follow up questions though. In older games such as Unreal Tournament and Quake 3. Your FOV was 90 @ 4:3. But if you change the resolution to something that like 1080P (a 16:9 aspect ratio) then you would lose vertical screen real estate. This was easy to tell because the bottom of your gun was cut off. You could fix this by opening the console and typing “fov 105” this would increase your horizontal FOV and regain your lost vertical real estate as well.
However in newer games this is not the case. Some games to horizontal plus while others use vertical FOV; and some use a multiplier. How do you get the desired results for say FOV 105 @ 16:9 in a modern game?