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Right now, the field of view is defined as an horizontal value, which means wider aspect ratios won't use a wider FOV. This leads to a FOV that's too low on 16:9 displays, or worse, 21:9 displays.
We can fix this by either:
Using vertical FOV values. This is what games like Minecraft do, but it loses the familiarity with nearly all Quake-based games out there.
Using horizontal FOV values, but scaling them to match the aspect ratio compared to to the base 4:3.
Implementing this will improve the out of the box experience for players who are using widescreen, which is very common by now.
Related to #1382.
Right now, the field of view is defined as an horizontal value, which means wider aspect ratios won't use a wider FOV. This leads to a FOV that's too low on 16:9 displays, or worse, 21:9 displays.
We can fix this by either:
Implementing this will improve the out of the box experience for players who are using widescreen, which is very common by now.
See this Wikipedia page for more information.
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