I'm not sure if any games offered player-adjustable FOV before Quake, but Quake did and it defaulted to 90 degrees horizontal it's easy to imagine other games just picking up on 90 degrees from there. Setting up horizontal FOV so that it maps nicely to the front/left/back/right quadrants appears to make sense.Īnd finally there's the old chestnut of precedence and inertia. It's also the case that 4 times 90 degrees is 360 degrees, which is a circle. 90 degrees horizontal appears to be the "sweet spot", and the game developer can tune a desired movement speed for individual games from there. With too wide a horizontal FOV you'll seem to move very fast, with too narrow you'll seem to move very slow. A lot of the effect of FOV is on how fast you seem to move through the world (it's still the same speed this is purely perceptional).
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