EasyRaider said:
Sure, 2.35:1 looks great. But if I imagine myself playing like that, I really miss seeing more of what's going on above and below. We'll just have to agree to disagree here. :smile:
This talk of aspect ratios and stuff is pretty silly! eg. 2.35:1 cuts off top and bottom view does it? What if your screen is 16 foot high and you're sat 6 foot away? Still gonna miss the top and bottom?
If we work our way along with the argument of 'we could do with some more here' argument we find no solution. Lets start with a 4:3 15" monitor, 800x600. We're sat 3 foot away at a desk and it occupies 10% of our FOV. Hmmm, pretty blocky. So we up the resolution to 1024x768. Much nicer. Only it's a square shape that's not very natural. It'd be nice to have some more screen real-estate either side. Lets turn it into a widescreen. That's better, it's 1280x768 17" 16:9 now. Only of course propertionally we have less up-and-down vision than side vision. Let's add some extra space top and bottom.
That's given us a 19" 1280x960 4:3 screen. Resolution's dropped a bit per square inch with 4" more than our 15" starter screen. To get the same quality as we had earlier we need to sit a bit further away, to get the same pixel density per degree of vision. That gives us a 4:3 screen occupying 10% of our FOV. Still it'd be nice to have some extra space either side to produce a more naturally shaped image. Let's widescreen it to 16:9, 21" diagonal. Ugh, but we're still at the 19" resolution so let's bump up the resolution to 1600x900. That fits the FOV better. Only we don't have as much view up and down anymore. We need some more vertical room. Let's add some screen top and bottom, and bump the resolution up to fit, giving a 25" 4:3 1600x1200 screen. Well now it's so big at this distance that looking in the centre I can't really see what's going on at the screen's edges. Let's sit back a bit further so the screen occupies 10% of our FOV again. Ah, that's good. Now we can see everything. Still, it'd be nice to have some more screen realestate at the edges to get a more natural image. Let's widescreen it to a 28" screen. And we'd better bump up the resolution too, to a 1920x1080 image. That's nice, but of course we don't have as much top and bottom view now...
We don't have screen technology to provide realisitc panoramic viewing. That won't be around for ages unless you go with a headset. We're stuck with finite resolutions viewed from a distance. The size of the screen and the distance you sit determines image quality in terms of pixels per degree of vision. Aspect ratio determines how much of that finite screen space caters for horizontal space and how much caters for vertical space. You can't add more here and there; only chose the shape of the screen to take from one space and add it elsewhere. the original screens were round as that's all the projection technology allowed. CRTs project in a cone naturally. Later developments accomodated a slightly more horizontal space in 4:3, matching the human priority given to horizontal viewing angle. Subsequently developments have allowed for a wider screen even more akin to the human viewing angle. Technology is still alimiting factor.
If we have enough render power to drive 1920x1080, that's 2 million pixels. If you want a 10:1 (as BlueTsunami seems to suggest
) that'll be a resolution of 4470 x 447. 447 pixels high? That's worse than NTSC! Hardly high definition quality. Or you could go with 1600x1200, which would give a constrained feeling as it doesn't match the human's extended horizontal visual awareness. Or you could go with 1920x1080 which matches human vision reasonably well.
What it all comes down to is camera zoom. If you were to view the world through a rectangular window, loking out at a beautiful vista, and that hole were 4:3 in ratio, if you wanted to see more on either side that the walls were obscuring you'd move closer to the window. You'd see further, both up and down and left and right. Or if the window were 16:9 and you could see the outstretched seascape but not the nearby flowerbed nor the crimson clouds of the sunset above, you'd move closer to the window to get a less constrained view. Whatever the shape of the window if you want to see something obscured by the wall, you'd change your 'zoom' by repositioning yourself.
If you're playing an FPS on a 4:3 and need to see you horizontal periphery, zoom out to fit in more detail which also shows more sky and ground. If you're playing an FPS on 16:9 and can't see the aircraft above you, zoom out and expand your vertical view as well as your horizontal. Screen aspect doesn't determine how much you can see, only the ratio of up/down to left/right. All a screen's aspect decides is the shape of the window into the 3D world. It makes sense to me to try and match the natural human propertions of vision. Widescreen with a simulated 50mm lens suits that pretty well for current technology, providing more pixels for horizontal viewing than vertical because the human FOV takes in more horizontal view than vertical. That's also a step towards the ideal. If we had the technology a 23,500x10,000 display would fill the FOV with enough resolution to be watchable (you can sit with you knows four inches from your 17" monitor to have it fill your FOV but you wouldn't what to play any games like that!) and provide all the horizontal and vertical imagery your eyes can take in. Of course there'd still be occassions whena plane flying overhead doesn't fit into that peripheral vision. What you REALLY need is an ability to move the camera where you want to see...
But there are no answers. You could have a 4:3 screen and fish eye lens to see all around you. You could have a 4:3 50mm lens based image and see more above and below, but not as much to the side. You could have 16:9, 50 mm lens, and see more on your sides and less above and below. Twiddling around with the screen ratio is never going to fix that. There'll always be a trade off.