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FOV on Curved Monitors
Been looking too long for a simple answer and aside from large amounts of trial and error this is my last effort.

In third/first person games - What’s the optimal FOV to set on Curved monitors? Specifically a 28inc on a 15 degree curve.

Maybe I’m wording it like an idiot...I don’t know.
Zuletzt bearbeitet von Gryff; 20. Jan. 2018 um 8:35
Ursprünglich geschrieben von Revelene:
FOV is personal preference, for the most part.

Curved really don't give you any FOV advantages. Aspect ratio is what affects that.

Remember, FOV can be measured differently (different projection methods) so even same degree FOV can be different game to game. Most games measure vertically, some games use horizontal measurements.
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Revelene 20. Jan. 2018 um 10:56 
FOV is personal preference, for the most part.

Curved really don't give you any FOV advantages. Aspect ratio is what affects that.

Remember, FOV can be measured differently (different projection methods) so even same degree FOV can be different game to game. Most games measure vertically, some games use horizontal measurements.
Zuletzt bearbeitet von Revelene; 20. Jan. 2018 um 10:57
Forcen 20. Jan. 2018 um 11:10 
This forum/site was practically made for this question: http://www.wsgf.org
Another good source on info: https://pcgamingwiki.com/wiki/Glossary:Field_of_view_(FOV)
Zekiran 20. Jan. 2018 um 13:41 
Ursprünglich geschrieben von Revelene:
FOV is personal preference, for the most part.
Gryff 21. Jan. 2018 um 6:40 
@Revelene I completely understand where you’re coming from, and that the FOV is used differently from game to game.

I disagree with Curved having no FOV advantage tho, on a standard screen you see a 90 degree viewpoint. The purpose of the curved screen to apply a periphery... nailing the FOV adjustment to take advantage of this is my goal.
Zuletzt bearbeitet von Gryff; 21. Jan. 2018 um 6:41
Ursprünglich geschrieben von CQ - Mr Gryffudd:
@Revelene I completely understand where you’re coming from, and that the FOV is used differently from game to game.

I disagree with Curved having no FOV advantage tho, on a standard screen you see a 90 degree viewpoint. The purpose of the curved screen to apply a periphery... nailing the FOV adjustment to take advantage of this is my goal.
Depending on the game that 90 degree is wrong unless it is hard coded into it. Even then if thats the case a curved screen would make no difference.

I rarely play at 90 fov on any game that allows me to change it. My preference ranges from 60ish to 110 max. Again depending on the game, how it looks and the performance of my system for the resolution/settings I'm using for said game.

Theres also the fact that it will depend on how close/far a person sits from their screen. If you have been watching or have watched csgo tournaments you'd see some of the players have the screen really close while others position them further away. This too would affect what would be a good FOV.

Oh and FYI for a while I used my 43 inch curved TV as a monitor for a week. Didn't adjust FOV in any game from what I used on a 24inch or 27 inch display.
Revelene 21. Jan. 2018 um 12:40 
Ursprünglich geschrieben von CQ - Mr Gryffudd:
@Revelene I completely understand where you’re coming from, and that the FOV is used differently from game to game.

I disagree with Curved having no FOV advantage tho, on a standard screen you see a 90 degree viewpoint. The purpose of the curved screen to apply a periphery... nailing the FOV adjustment to take advantage of this is my goal.

The curve of the screen does not change how FOV displays in any way.

FOV is calculated by a horizontal and vertical measurement. The only thing to change how FOV displays is aspect ratio.

This is nothing for you to agree or disagree with, this is fact. This is mathematics.

A curved creen will give you no more advantage than a flat screen of the same aspect ratio. What a curved screen can give you, however, is more immersion.
Zuletzt bearbeitet von Revelene; 21. Jan. 2018 um 12:43
Salmar 6. März 2020 um 2:54 
Ursprünglich geschrieben von Revelene:
Ursprünglich geschrieben von CQ - Mr Gryffudd:
@Revelene I completely understand where you’re coming from, and that the FOV is used differently from game to game.

I disagree with Curved having no FOV advantage tho, on a standard screen you see a 90 degree viewpoint. The purpose of the curved screen to apply a periphery... nailing the FOV adjustment to take advantage of this is my goal.

The curve of the screen does not change how FOV displays in any way.

FOV is calculated by a horizontal and vertical measurement. The only thing to change how FOV displays is aspect ratio.

This is nothing for you to agree or disagree with, this is fact. This is mathematics.

A curved creen will give you no more advantage than a flat screen of the same aspect ratio. What a curved screen can give you, however, is more immersion.

You are incorrect. I have been doing some sketches and calculations recently. Suppose the curve of the screen is a perfect semicircle. If you position yourself such that your distance from any point on the screen is exactly the radius of the semicircle, your FOV will be 180°.
Achieving a FOV of 180° with a flat monitor however is only possible if your distance to it is 0 or in the limit, when the width of it goes to infinity.

The formula I derived for the FOV calculation (for a flat monitor):
Let
  • a be the width of the monitor and
  • b be your sitting distance - centered looking straight at the monitor
FOV = 2 * arcsin( a / Sqrt(a^2 + 4*b^2) )

"This is math" ... .
Zuletzt bearbeitet von Salmar; 6. März 2020 um 2:56
ReBoot 6. März 2020 um 4:11 
I personally crank the FoV as high as possible without getting a fisheye effect but depending on the game, I'd rather have a bit of fisheye than less situational awareness.
Revelene 6. März 2020 um 20:39 
Ursprünglich geschrieben von Salmar:
Ursprünglich geschrieben von Revelene:

The curve of the screen does not change how FOV displays in any way.

FOV is calculated by a horizontal and vertical measurement. The only thing to change how FOV displays is aspect ratio.

This is nothing for you to agree or disagree with, this is fact. This is mathematics.

A curved creen will give you no more advantage than a flat screen of the same aspect ratio. What a curved screen can give you, however, is more immersion.

You are incorrect. I have been doing some sketches and calculations recently. Suppose the curve of the screen is a perfect semicircle. If you position yourself such that your distance from any point on the screen is exactly the radius of the semicircle, your FOV will be 180°.
Achieving a FOV of 180° with a flat monitor however is only possible if your distance to it is 0 or in the limit, when the width of it goes to infinity.

The formula I derived for the FOV calculation (for a flat monitor):
Let
  • a be the width of the monitor and
  • b be your sitting distance - centered looking straight at the monitor
FOV = 2 * arcsin( a / Sqrt(a^2 + 4*b^2) )

"This is math" ... .

Woah, this thread has had TWO birthdays, dang.

Where would one get a perfect semi circle curved monitor? I would love to see a link.

Real curved monitors are not curved that much. If there was any perceived difference, it would be negligible, at best. As far as physical dimensions of FOV, it would still be identical to a flat screen of the same size.

Ursprünglich geschrieben von fauxtronic:
This is not really the question. It doesn't change how FOV is displayed on the screen. It does however change how FOV is perceived by the viewer because - when sitting close enough - more of the image is in the peripheral vision zone.

So I can understand why someone might query optimal FOV for a curved screen, even though I suspect it's negligible on a 28" monitor.

Curved screens entered the scene mainly as a compromise for TN & VA panels. When sitting very close to most flat TN or VA panels larger than 28", the colours start to appear washed out at the sides. Curvature reduces that problem.

Marketers have somehow convinced a lot of buyers that curved screens were innovated to improve immersion but that's not really true.

Uh, wut? A larger aspect ratio would inherently have a wider view with same FOV parameters as a smaller aspect ratio.

Don't believe me? Go test it for yourself.
Iceira 6. März 2020 um 20:50 
do look up FOV at wiki, its possible to calc as Revelene pointout and not sure how curved monitor adapt to this or not. ( problem is Aspect ratio effect this ) and again game engine can be design wrong, many call it 3 person view issue sametime with 3D
i think wiki do say value is with in apox 90 - 110/120 i think it was.

so in the end its actual you and how it feels right. ( old fallout 3 and fallout 3nv was 90 )
view, he look fat at 100 for me. so game engine matter alot.

ps.
sure humans eye can see in outedge 180 but, just like big screen or to close at cinema at first row, you cant cover it or process it in detail, and also then we have focus on something you do block out rest of view, this is common knowledge, but no matter 180 screen will win over standard view, but i bet you need special traning just like a real soldia to understand what view is. ( night vision and other spotting tech skill is learn to some soldia, i have no doubt many games pick it up and got better at gaming and reactions time, matter alot here. )
point is what the point you see things faster but, you have slow reaction or cant keep up )

man this is complicated, go see a youtube test eye, and you will see according to that 75% of earth see lesser things then me. so eyes matter and color is also a issue.

and dot per inch on screen.
Zuletzt bearbeitet von Iceira; 6. März 2020 um 21:15
If you have a big monitor it means you can sit more far away.

90 fov should be good. To 110.
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