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Quake's standard fov. Apparently there are people that still use it. | Looks a little rounded but otherwise similar. I doubt it plays any different at all. | |
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The fov of choice for most quake players, because it's an excellent tradoff between high fov and visibility. | Again similar still, but allready the fisheye version makes the quad ledge look bigger while showing the same stuff. | |
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The highest fov that is still playable. Takes a little getting used to though. | Looks hardly less playable than fov 120. | |
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The highest fov that quake will allow you to set, and
pretty much unplayable. As you can see linear projection is exponential
the closer it gets to 180, i.e. a fov 175 would be twice as stretched as
fov 170 (!). Some people do away fisheye as being too "distorted": which
of these two 170 shots do you rate as the more distorted one? or even the
120 ones if you look carefully?
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Still no problem here. Playing quake in a fov like this is brilliant. Note that the quad ledge looks bigger than the the one in fov 120 normal quake (!), this means you could play fisheye fov 180 without any penalty in aim and visibility compared to regular fov 120 (!!!) | |
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Nocando. It's technically impossible to get >=180 | Might take a liiiitle getting used to but is great fun I can tell you :) | |
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Fov 200 is for wimps! noone escapes my view muhahaha! | ||
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Probably not an advantage over 250 anymore but it sure does feel weird. Note that even though people approaching you from behind will be heavily distorted, you will see them coming and can quickly point towards them. | ||
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1000 | |
There is no upper limit really, but after 360 it will start to repeat itself. As you can see, "environment mapping" and this projection are very much alike :) |