whilst reading this web page are u scrolling up+down or left + right
Just down
not to mention most cameras are 4:3
That's neither here nor there. The image can be cropped to suit, so your 3:2 35mm negative can be turned into a 5:1 panorama by printing big and chopping off top and bottom. It's not like we have to set the desired aspect ratio of Real Life before taking pictures
in the golden age of video games, with a lot of games the screen was tipped on its side ie they were taller vertically than horizontally
But we were playing different games that were designed to fit the displays. If we had stuck with tall screens, the games we play now would be different, or a bit rubbish as you can't see much that's relevant. "Ooooh, look at the lovely skybox. I can't see the twisting road to race around so have to drive dead slow, but at least the skybox is very pretty!"
granted for some games eg FPSs widescreen is perhaps better, though for others RTSs squarer is better but ok its all personal choice
Well, it's not really personal choice, as we're stuck buying the screens available to us, and developers have to target the hardware out there. I also think that it's a game thing. Football
is better on a widescreen TV (unless you're playing Sensible Soccer) because it plays left to right. Racers are better on a widescreen because the important information is to left and right of the player. Whereas a WWII fighter-plane game is no better off in widescreen as the enemy could come from anywhere, and a vertical shooter...well
as u can see a 24'' widescreen is actually 17square inches smaller than a 24inch 4:3 screen!!!!
And that wasn't even a 16:9 widescreen! Plus, as I said earlier, you're adding a lot more pixels to render. That 4:3 screen has 33% more pixels than a 1080p screen.
I just had a search for human FOV + it seems like its...
thus actually 4:3 is closer to what humans see, + as Npl states above IMAX == 1.44, which is very close to what humans field of vision
I don't think it works like that. Firstly vertical FOV is variable due to different facial structures. The vertical view is cropped on top by the brow, and to a lesser degree by the cheeks below. Depending on facial structure, you can have a much reduced vertical FOV relative to someone else. Whereas the horizontal is open for all faces.
Secondly I think psychologically, in the processing of the image, the horizontal is resolved with more importance. If I just sit here and wiggle my fingers at the periphery of my own vision, I notice them far wider compared to height. Most human experience happens in the plane of view. We don't have a huge amount to worry about or interact with above us. This is reflected in artistry. A broad panoramic photo taken on a film camera is captured on a 3:2 ratio film, and then cropped to create the panorama, disgarding the redundant sky etc. Consider a James Bond movie where the photography places the characters in the vertical centre, and he's rushing through a market. A 4:3 aspect would limit the number of people on screen as they aren't piling up on top of each other but are packed side by side - to show the crowd surrounding 007 you'd want a widescreen aspect, or you'd have to zoom out with your 4:3 frame to have a smaller Bond and a lot of boring space above him. Consider the famous 'face-off shot' with a character either side of the screen. In the 4:3 frame, they have to to be right in each other's face - you can't get any distance. At a cinema's panoramic ratio, you can get a lot of distance between them, giving creative options to define visually the relationship between the characters. Yes, this then limits the vertical artistry. If you wanted to show...Rapunzel, up a tall tower, you couldn't highlight the tower's height reaching high up with the prince craning his neck up. The composition would have to go with a totally different viewpoint. However for the majority of content, the widescreen format better fits human perception. I think this is true of most contemporary games, and as the screens for viewing games also need to display films 99.9% of the time, and most of the time those films photography benefits from a wide aspect, i think the widescreen is the better choice for a standard, and the 16:9 was a reasonable compromise.