Bioshock 2 in 16:9 with an FOV of 75 is exactly how the developers want you to play the game.
75 degrees horizontal or 75 degrees vertical?

Bioshock 2 in 16:9 with an FOV of 75 is exactly how the developers want you to play the game.


Ibrin feels this should be highlighted in the DR, but I'm not sure enough users go that deep or realise a game's baseline is just as important to know these days before going about looking for a Hor+ change. I didn't, until recently.
Compare the old 4:3 and the new 4:3. They are the exact same thing! Clearly, despite all the evidence to the contrary, the baseline FOV is 4:3, and the game was originally programmed in a way so that 16:9 subtracts from the baseline. With the patch, it instead adds to the baseline.
Bioshock 2 in 16:9 with an FOV of 75 is exactly how the developers want you to play the game.
75 degrees horizontal or 75 degrees vertical?

The point is they designed the game around what you end up seeing at 16:9, no matter how they chose to get there.
The point is they designed the game around what you end up seeing at 16:9, no matter how they chose to get there.
Around what you end up seeing pre-patch, or post-patch? If they had truly designed it around a 16:9 FOV, there wouldn't be a discrepancy like this. Such a huge change in the FOV could not have gone unnoticed if it were all that important to the designers.
The data also shows that they *had* to program 4:3 support. They started with it. Making 16:9 work wasn't possible without making 4:3 work first, because they "got there" by starting with 4:3 and then cutting the top and bottom off. If 4:3 is not the baseline, why explicitly design an FOV for it, and only it?

you could come to the conclusion that they were sick of all the backlash of misinformed widescreen owners, and simply caved and alowed users to change the game so that more FOV was added to anything wider than 4:3.

because that definition doesn't include what we often use it for - in that it's also the designed or intended AR/FOV.
With the case of Bioshock, just because 4:3 stayed the same before and after the patch, that might make it the new baseline, HOWEVER it doesn't necessarily make it the new intended AR/FOV.
because that definition doesn't include what we often use it for - in that it's also the designed or intended AR/FOV.
Why would the baseline NOT be the intended AR/FOV? Someone explicitly programmed a 4:3 aspect ratio. The code would have looked something like this:
V-FOV = 75
H-FOV = 90
If AR > 4/3 then reduce V-FOV accordingly
And post-patch, the only thing that changed was the last line, to this:
If AR > 4/3 then increase H-FOV accordingly
If we assume that the original 16:9 behavior was correct, that means the default V-FOV value is deliberately too high. Why would anyone program it that way? It doesn't make any sense, and it isn't intuitive.
With the case of Bioshock, just because 4:3 stayed the same before and after the patch, that might make it the new baseline, HOWEVER it doesn't necessarily make it the new intended AR/FOV.
It's just about the only solid evidence we've got as to the intended AR/FOV. As you say, they are usually/traditionally the same thing. As I say, it doesn't make any sense for these things to be different.
Code: Select all
|cot(fovy/2)/AR, 0 , 0 , 0 |
|0 , cot(fovy/2), 0 , 0 |
|0 , 0 , (zFar+zNear)/(zNear-zFar), 2(zFar*zNear)/(zNear-zFar)|
|0 , 0 , -1 , 0 |


@Armenius: I could kiss you right now. That's the explanation i've been looking for.
Im new to this whole widescreen thing, I just want games to look right
eg: circles to be circles not ovals
not quite as technical as Armenius's answer :roll:
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