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Vertical is less common, and less understood.An example of a game that uses this is Team Fortress 2. Horizontal is by far the more common way of it being exposed to users.One difference that often causes confusion is the measurement of FOV - most titles will expose the number horizontally, some games however, measure FOV in the vertical. If user sets in-game horizontal FOV to value of 90°, game engine renders geometry according to the assumption that the user if facing left/right edges of the screen at a 45° angle (90° / 2 = 45°).Īs written before, the cause of visible distortions is a mismatch between engine assumption of the user's position and user's actual position relative to the display. What this means is that game engine thinks of your display (or multi-monitor setup) as being perfectly straight surface. Great majority of popular PC games use rectilinear method of rendering virtual world onto the display surface.
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On the other hand, objects away from the screen will appear shrunk if cases where tFOV exceeds rFOV especially for the HUD elements (when a certain FOV code is hackable). In case where rFOV (rendered FOV) exceeds tFOV (true FOV) of the screen, users will notice objects away from the center of the screen being stretched. This is true whether in-game FOV is lower or higher than actual screen FOV coverage. Geometry will appear distorted if there is a mismatch between actual screen FOV coverage and in-game FOV being rendered. If you move it further away (or if it "shrinks"), the FOV needs to be decreased. Now, if you move the screen closer to you, or if you'd swap the screen for a bigger one, you would have to increase the FOV. You would have to set a certain FOV for that. If you had a 3D computer model of your current actual reality, you could look at this model on a screen, so that it is perfectly aligned with the actual reality that you can see around the screen. While the right FOV is usually a matter of taste, there is in fact an objective rule: The 3D graphics should look natural to the vision center in your brain and your eyes. Understanding FOV What is the right FOV? This can also cause problems with players who have migraines from having forced tunnel vision.However, many games released on the PC (such as console ports) do not have the correct FOV adjustment, usually because the FOV has been kept the same as it was on the console version of the game. Console games should be designed with a lower FOV of around 55-75 because their players usually sit further from a display normally the distance between a couch and a TV.PC games should be designed with a high FOV of around 85-110 because players normally sit closer to their display.An appropriate FOV is different depending on how far the player is away from a display.
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