![quake 4 ita quake 4 ita](https://www.mobygames.com/images/shots/l/411778-quake-4-xbox-360-screenshot-flashlights-are-mounted-on-some.jpg)
There is just no reason to measure it as you are suggesting-because we know how the projection system in these games works. It rings true and other people have been saying as much. I don't think vertical FOV will change when you change aspect ratio. In any case, I'm not getting into some tiresome pseudo-philosophical mumbo jumbo with you.Īnd yeah, in my example, the very fact we are talking about north and south and kilometres means the meaning of those things has been agreed upon by the community at large, and it is just you and the retard who are getting it wrong. It doesn't matter how many billions of morons out there think otherwise. If you jump off a cliff, you're going to fall and die.
![quake 4 ita quake 4 ita](https://2.bp.blogspot.com/-5ITmwSvoLiY/VtqhlgT7rrI/AAAAAAAABhk/8zgBo2fE2bc/s1600/109512-quake-4-taking-out-an-enemy.jpg)
I'm sorry, bro, but reality is not democratic. This is good enough for me to say that cg_fov is not your vertical FOV, and if you want to say that it is, I could use your same logic to say that cg_fov is my diagonal FOV (or any other random thing) because it is just as much not equal to that as it is not equal to the vertical FOV. Whatever you set cg_fov to, the vertical FOV will be different. The angle formed by what you see at the top-centre of the screen, your in-game viewpoint, and what you see at the bottom-centre of the screen is the only valid definition of vertical FOV I am willing to entertain, and cg_fov will NEVER be equal to this in QL. In the game, there is the game world you see on the screen. Obviously a counterfeit note isn't going to be worth as much as a legit note. When you trade X for Y, X is worth Y to the buyer precisely because the trade took place. It's really beautiful that this is not well documented anywhere officially and even that regurge console guide doesn't define it. I think I preferred it when FOV meant your actual FOV and not some confusing normalized FOV. cg_fov is a normalized FOV and really means:Ĭg_fov gives you the horizontal FOV needed to make the vertical FOV the same as it would be if your horizontal FOV was cg_fov on a 4:3 screen. However if your aspect ratio is something else, like 16:10 or 21:9, your horizontal field of view will be different. So if your aspect ratio is 16:9 and your field of view is set to 110, that is your actual horizontal field of view. Quake Champions uses a similar idea for measuring field of view, however it uses 16:9 as the baseline. This means that if you have a 16:9 screen and a fov of 90 your actual horizontal fov will be 106. If your aspect ratio is different, the vertical fov remains fixed, while the horizontal fov changes. So if your fov is 90 and your screen has a 4:3 aspect ratio, your horizontal fov will be 90. In Quake/Reflex/Source your field of view is calculated on the assumption that you have 4:3 aspect ratio.