Phaesphoros, on 12 April 2013 - 02:21 PM, said:
Umm...... your actual distance to your screen determines the perspectively correct FoV, which is unfortunately ignored in favor for better peripheral vision in FPS. In other 3D applications (movies, or where your camera rather belongs to an observer), you'll more likely set the virtual camera's FoV to match the FoV of your screen better.
The perspective projection, i.e. the method used to flatten the 3D objects onto the screen's 2D surface, is actually based on the idea to treat the screen as a window to the virtual world.
The perspective projection, i.e. the method used to flatten the 3D objects onto the screen's 2D surface, is actually based on the idea to treat the screen as a window to the virtual world.
You missed my point. It would be nonsensical to have an FPS game simulate viewing the world through a 24" window from 2+ feet away, or whatever the setup may be that doesn't effectively mimic a full-size cockpit, just to achieve true perspective.