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field of view in video games : ウィキペディア英語版
field of view in video games

In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment.〔(Feng Zhu School of Design – Field of View in Games )〕 It is typically measured as an angle, although whether this angle is the horizontal, vertical, or diagonal component of the field of view varies from game to game.
The FOV in a video game may change depending on the aspect ratio of the rendering resolution. In computer games and modern game consoles the FOV normally increases with a wider aspect ratio of the rendering resolution.〔Master Games List http://www.wsgf.org/mgl〕
== Field of view calculations ==

The field of view is usually given as an angle for the horizontal or vertical component of the FOV. A larger angle indicates a larger field of view, however, depending on the FOV scaling method used by the game, it may only affect the horizontal or the vertical component of the field of view.
The horizontal and vertical FOV are calculated from the following equations:
r = = \frac
H = 2 \arctan \left( \tan \left(\right) \times \right)
V = 2 \arctan \left( \tan \left(\right) \times \right)
where ''r'' is the aspect ratio, ''w'' and ''h'' are the width and height, and ''H'' and ''V'' are the horizontal and vertical FOV.
The different values for horizontal and vertical FOV may lead to confusion because the games often just mention FOV and not whether they mean the horizontal or vertical FOV.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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