I'm a long standing opponent of 16:9 and more eccentric formats such as panavision(24:10).
I have yet to see what the big deal is with wide-screen. I'd like to see if I can't strike up some sensible discussion on the merits of the different aspect ratios in real time graphics and games.
Proponents of 16:9 and higher like to cling to the "aspect ratio" of human peripheral vision as one of their main arguments. But as far as I can tell normal human vision is about 180-200 degrees horisontal FOV and 135-160 vertical FOV. So going entirely by peripheral view, wouldn't 4:3 actually be a good fit?
I'm not watching any part of the screen far out in my peripheral vision so why would this even matter? I want to have as much of my screen in the part of my view that has high visual accuity, and what would the shape of this region be? In my experience visual accuity seems to not have any large preference for the horisontal axis.
The slightly trickier arguments are ones of efficiency and gameplay. Many games simply do not use the vertical dimension very much and therefor it might be wasteful to spend a lot of pixels depicting such(but on the other hand those pixels won't cost as much performance wise if they aren't used in an interesting way! They'll most likely be sky/ceiling or ground which is cheap to render).
In a game that doesn't use the vertical dimension much it will certainly be more interesting to have a large horisontal FOV because things you need to be aware of tend to approach in from the sides and not from top or bottom of the screen. However this is NOT cheap since it's likely to be more densely populated with things that take up significantly more time rendering than ground or sky.
It might also be interesting to look at the distortion apparent in games when a large FOV is used. In my experience it looks to be dependent on something like angle squared(or worse) from the center of view which if true would seem to be a major annoyance with wide screens when gameplay truely requires a large vertical FOV. Because you are now forced to use a VERY wide horisontal FOV to not make height and width disproportionate to each other, resulting in extreme distortion.
Thoughts?
I have yet to see what the big deal is with wide-screen. I'd like to see if I can't strike up some sensible discussion on the merits of the different aspect ratios in real time graphics and games.
Proponents of 16:9 and higher like to cling to the "aspect ratio" of human peripheral vision as one of their main arguments. But as far as I can tell normal human vision is about 180-200 degrees horisontal FOV and 135-160 vertical FOV. So going entirely by peripheral view, wouldn't 4:3 actually be a good fit?
I'm not watching any part of the screen far out in my peripheral vision so why would this even matter? I want to have as much of my screen in the part of my view that has high visual accuity, and what would the shape of this region be? In my experience visual accuity seems to not have any large preference for the horisontal axis.
The slightly trickier arguments are ones of efficiency and gameplay. Many games simply do not use the vertical dimension very much and therefor it might be wasteful to spend a lot of pixels depicting such(but on the other hand those pixels won't cost as much performance wise if they aren't used in an interesting way! They'll most likely be sky/ceiling or ground which is cheap to render).
In a game that doesn't use the vertical dimension much it will certainly be more interesting to have a large horisontal FOV because things you need to be aware of tend to approach in from the sides and not from top or bottom of the screen. However this is NOT cheap since it's likely to be more densely populated with things that take up significantly more time rendering than ground or sky.
It might also be interesting to look at the distortion apparent in games when a large FOV is used. In my experience it looks to be dependent on something like angle squared(or worse) from the center of view which if true would seem to be a major annoyance with wide screens when gameplay truely requires a large vertical FOV. Because you are now forced to use a VERY wide horisontal FOV to not make height and width disproportionate to each other, resulting in extreme distortion.
Thoughts?