There are a lot of things that were acceptable standards at one point. Slavery for one. I'm not saying that sticking to First Person is the same as the acceptable standard in the 1920's to beat your wife in public, but I am saying that being an "acceptable standard" isn't exactly a reason to continue.Beautiful End said:Well...can you think of a good example? I mean, a game that does FPV so remarkably well that all other firs person view games look like crap?
I concur with what you said but I kinda got used to it by now. it's kind of an acceptable standard by developers now, isn't it?
You have a far better grasp on the subject than most people. I agree that the third person doesn't add all that much to some games but gears of war is pretty sluggish. I don't really consider it a good example for this.Tupolev said:It's primarily an issue of FOV, not just first-person versus third-person. Interestingly, third-person games often have a larger FOV than FPS titles on consoles; Gears of War is sporting roughly 90 degrees regardless of screen aspect ratio, while Halo 3: ODST has ~86 degrees 16:9 and ~70 degrees 4:3, Halo 3 has 70 degrees 16:9 and 55 degrees 4:3, and many console FPS are even lower.
The pulling back of the camera adds a little peripherical and rear vision, but it doesn't realistically give you all that much added time to respond to things by itself. If someone comes from right behind you to punch you in the back in Gears, that's only a very small fraction of a second extra time that you get to respond compared with an FPS. Obviously core game design is a relevant factor in how meaningful that is as well.
Part of the problem with 170 degrees is that the typical linear projection that gets used in rendering systems weights peripheral area more and more as the field of view approaches 180 degrees. The way this projection situates things on the screen is that, if you sit so that a flat screen fills up degrees of your vision, displaying an image with an FOV of degrees projects the image "accurately" to your eyes. To make an image of FOV 170 lines up "properly" in this respect, you'd need to sit REALLY close to a REALLY large display.FizzyIzze said:I have to agree with you. It would be great to have a 170+ degree field of view in games, but nobody seems to make them (or want them apparently) even with the prevalence of large, widescreen HDTVs.
Now, I don't want to exaggerate the important of FOV-matching in this manner; I always found that playing Halo 1's ~110-degree split-screen on a 16"-wide view from 8 feet away works just fine. However:
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This just isn't going to be okay on typical displays of non-hilarious resolutions, sizes, and viewing distances. Unless you match screen size and FOV naturally, the standard projection method starts getting quite obnoxious to most people somewhere in the 100-140 degree range. To get really high FOVs looking *somewhat* natural, we'd probably have to resort to other projections that don't go as nuts when scaled, like equirectangular. And this might not be as efficient, though it may be worth looking into.
I'm primarily a console player so I don't really have the option to mess around with my FOV in the game. I don't have the time or patience to build a tower for myself and my thumbs are more adapted to a controller than a mouse. That being said, I wish I'd read your post earlier but being the self important jerk that I am, I instead leaped immediately towards the posts that quoted me. I'd like to call attention to this right now while pointing a finger towards it, snarling, "This! This right here! This is why we can't have nice things!"