Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

What is the correct field of view angle for human eye?

At the moment i use 45 degree angle for my gluPerspective(). Is this the correct angle to make the rendering look realistic in how humans perceive it? Also there is an issue with the window aspect ratio, for example 2:1 window will make 45 degree angle look more like 80 degree angle on a screen with 3:4 ratio etc. So the window size changes the perspective as well.

So what is the correct window size ratio and field of view angle for making a game look most realistically compared to how humans perceive the world?

like image 464
Rookie Avatar asked Dec 14 '11 14:12

Rookie


People also ask

What is normal angle of vision?

With a healthy and normal eye, you should be able to see approximately 95 degrees temporally (towards your ear) and approximately 60 degrees nasally (towards your nose) from the center. You should also be able to see 60 degrees above and 75 degrees below from the center.

What FOV is most similar to the human eye?

The most common ones are 90, 100, 110 and 120. Set your FOV to a different number and play it for 15 hours. See how you like it.


2 Answers

Unless you're using some kind of wrap-around setup, a single monitor isn't going to fill up the entire field of view of the human eye, which is usually nearly 180 degrees horizontally (of course it varies from person to person). If you tried to render something that wide, it would look weird -- the scene would appear to stretch out excessively toward the edges. Set the FOV to 120 degrees or so and you'll see what I'm talking about.

So instead of considering the human eye's FOV, you usually just draw imaginary lines from the user's head to the edges of the monitor, and take the angles between those. Of course this varies from desk to desk, monitor to monitor, so it's something of an artistic decision. 70 degrees vertical is decent place to start with. Assuming the game is running full screen, you're basically at the mercy of the monitor itself for the aspect ratio.

like image 129
Nathan Monteleone Avatar answered Sep 30 '22 15:09

Nathan Monteleone


In general, unless you have very specific needs, you should give the user the option to change the FOV as they see fit.

You also generally do not want to have your monitor's FOV conform to the human range of FOV. After all, the monitor only covers part of a human's visual range; even if they're not paying attention to anything else, they still see everything around it. Most people are fine with having their monitor be a portal-like view of a world.

like image 34
Nicol Bolas Avatar answered Sep 30 '22 14:09

Nicol Bolas