Been thinking about this for a while. And here is my €2 cts.
I understand that to get an accurate FoV the screen size should be the same in proportion as real world size. So a 2m high vertical post 10m away is approx 120mm high on a screen at 60cm away. A simple drawing can confirm that. Do these FoV calaculators achieve that??
A game should have a "FoV Check". One enters eye distance from screen and game displays a vertical bar on monitor. The game knows all the details of the monitor from a file held in the monitor.
In this case, representing a 2m post at 10m, the gamer having entered 60cm eye distance, the game would display a vertical bar with the instruction to move a slider until the vertical bar measures 12cm on the screen. Angles, screen size and aspect ratio are then irrelevant.
Of course, on a small screen the FoV might be quite restrictive.
I understand that to get an accurate FoV the screen size should be the same in proportion as real world size. So a 2m high vertical post 10m away is approx 120mm high on a screen at 60cm away. A simple drawing can confirm that. Do these FoV calaculators achieve that??
A game should have a "FoV Check". One enters eye distance from screen and game displays a vertical bar on monitor. The game knows all the details of the monitor from a file held in the monitor.
In this case, representing a 2m post at 10m, the gamer having entered 60cm eye distance, the game would display a vertical bar with the instruction to move a slider until the vertical bar measures 12cm on the screen. Angles, screen size and aspect ratio are then irrelevant.
Of course, on a small screen the FoV might be quite restrictive.