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| No. | |
| Posted By: uberfoop | Date: 7/12/12 12:54 a.m. |
In Response To: So, uh, we gonna discuss this thing, people? (Gravemind) Part 2 Stuff: Field of View: >>"While players on regular TVs should have a better horizontal FOV than they had in Halo 2 & 3 (preferably, it should be as much as in Halo 1 and ODST, both of which gave the players about 70° of FOV on a 4:3 screen, while Halo 2, 3, and Reach were only in the 55-60° range), it shouldn’t be quite as much as they’d have on a widescreen TV, or else they’d have too much vertical FOV as compared to the latter. My initial suggestion would be 70° of horizontal FOV for 4:3 screens and around 85-90° for 16:9 TVs." Actually, if you gave fullscreen players 70 degrees and widescreen players 90, the widescreen players would wind up with a somewhat larger vertical view. If you gave them 85, it would be just barely less. As I mentioned a bit ago on XBL, this stuff doesn’t scale linearly; to find the field of view of a fullscreen game horizontally expanded into widescreen, you can't just do 70*(16/9)/(4/3)=93. That would work fine in, say, equirectangular projection (like what wide panoramas sometimes use), but rasterized games use a projection which hogs more screen space per degree the farther the offset from center; a very wide FoV could easily have 3/4ths of the horizontal FoV contained in the middle half of the screen. Observe:
The second image has a FoV of 80 degrees. I took these a while ago and can't remember the FoV of the first image, but IIRC it's somewhere in the realm of 160-165. So, the second image has about half the horizontal FoV of the first one... yet it takes up only a tiny slice of the overall image! So... Here’s how you figure out how much FoV a new aspect ratio will have if you don’t change the vertical view at all from the old aspect ratio: NewFoV = 2*Arctan((NewAspectRatio/OldAspectRatio)*Tan(OldFoV/2)) I won’t bother describing where it comes from (it can be easily derived if you know even roughly how the game rasterization projection space works, but I don't really feel like attempting to explain it without being able to wave my arms about and draw pictures in person), but here’s the CE fullscreen->CEA widescreen example in these terms: NewFov=2*Arctan(((16/9)/(4/3))*Tan(70/2))=2*Arctan((4/3)*Tan(35))=86.067 So, if you have a 70 degree FoV fullscreen game, and you then horizontally expand its view to widescreen without changing the vertical projection, the resulting widescreen game has a FoV of 86 degrees, which is what I measured CEA as having in the FoV post I made a while ago. If you’re trying to split the difference, something like 70 for fullscreen and 80 for widescreen would make more sense. Fog and Weather: Even in the cases you mentioned, fog is light enough with respect to the actual combat that happens that it tends to not significantly impact gameplay. About the only times that I can recall fog having a big effect in even remotely natural gameplay have been when I've flown a banshee into the heavens in AotCR and Two Betrayals and had dogfights in low-visibility. But that's pretty bizarre stuff. Part 3 Stuff: >>“this entry would focus primarily on the UNSC-Covenant war”
>>”if they have a serious advantage in numbers and/or firepower, run in as a group and try to kill you” There are a lot of reasons people don't tend to do that with most kinds of FPS enemies. Things like the Covenant that are designed to be interesting and difficult challenges even when broken up would break the game if they charged as a coordinated group. It wouldn't be "oh, this is interesting" so much as "wow this is dumb, might as well revert to last checkpoint to reset everything." The only practical way to avoid that would be by intentionally hobbling the enemies in bizarre ways, which would probably be received even less well than what Reach does to Noble Team.
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| Replies: |
| Building the Ultimate Halo Game part 3 is up | nomis78 | 7/11/12 8:25 p.m. |
| So, uh, we gonna discuss this thing, people? | Gravemind | 7/11/12 9:50 p.m. |
| No. | uberfoop | 7/12/12 12:54 a.m. |
| Re: No. | Gravemind | 7/14/12 2:25 p.m. |
| Re: So, uh, we gonna discuss this thing, people? | stabbim | 7/12/12 12:08 p.m. |
| Re: So, uh, we gonna discuss this thing, people? | stabbim | 7/12/12 5:07 p.m. |
| Re: So, uh, we gonna discuss this thing, people? | Gravemind | 7/14/12 2:02 p.m. |
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