Originally posted by Goober5000
No...humans have a peripheral view of around 200 degrees, I think.
Err. Try 90 for sharp, and 120-130 degrees for blurred regions, if we say we cant move our heads.
Even if you could see things to your side you still only have 180 degrees of sight. Above this
Would be looking “backward”.
All this talk of FOV & scale is nonsense. If we made the ships look bigger using FOV, then think what would happen when you chase the fighters, they would not be in your sight for long, unless they where flying in a semi-straight line, something even the AI does not.
You would simply not have the human reaction time needed in order to react to a fighter’s movement.
Want proof.
Ok, take Quake2 or Quake3,
Find a server and join, for Quake2, FOV 90 is default for Quake2, and I think it is the same for Quake3.
In console, type FOV 50 for Q2 and (I think) cg_fov 50 for quake3
Wow things suddenly got bigger, but notice, that you will find it hard to keep track of others strafing past you.
Also, the speed of which you move forward and backward seems to be very slow. That’s because the objects near to you (walls, players) are out of sight, while the things in sight are actually quite far away, and as we all know when looking at things that are coming against you, but are still far away. It seems to be moving very slow. Then when it is 100 meters away it seems to be picking up speed, and finally screams past you.
A lower field of view will also make it harder to navigate, since you simply wouldn’t be able judge the location of your shoulder, against an object that has left the 50-degree view zone.
So if you want bigger ships, Scale is the only real option. But then 1:1 scale (non scaled) Textures will seem pixilated, because while the ships take up more space on your screen, your screen didn’t
Get bigger in Size or resolution.
I think Volition did a lot of testing of this, before they settled on this FOV and Scale.
I see no reason to embark on a quest. That has a very doubtful outcome.