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FOV setting does not work as expected #101

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thias15 opened this issue Dec 20, 2017 · 1 comment
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FOV setting does not work as expected #101

thias15 opened this issue Dec 20, 2017 · 1 comment
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@thias15
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thias15 commented Dec 20, 2017

When changing the FOV in the config it seems that the FOV of the camera does not actually change but only some distortion effect is added. It seems that it is only possible to "change" the FOV by adjusting the aspect ratio (camera resolution). Hence it is only possible to either change horizontal or vertical FOV, but not both at the same time. However, it is not 100% clear how changing the camera resolution is correlated to the FOV. It would be nice if one could simply adjust the FOV parameter.

@TheNihilisticRobot
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Hi @thias15

So, as far as we know, changing the FOV of the camera does change the actual FOV, as objects placed aside the camera start to appear on screen, but there is some differences between a real world camera and the game camera that makes the results not very user friendly.

fov170worldsquare
Camera and objects placed in the world

fov170
Same camera POV 170 FOV (maximum allowed)

The issue you mention with the aspect ratio goes as follows: the actual render you get (with the FOV you asked for) is a Square, from this square a rectangle defined by the aspect ratio is taken, being the larger side the one that covers all of the available resolution and the shorter side is cut to accommodate to the aspect ratio.

fovaspectratioexample
Example of different aspect ratios and how they accommodate on the selected FOV (If aspect ratio is vertical the cut part will be horizontal)

The distortion you see overwhelming is caused by the differences between a real wide camera the Unreal simulated one and the system used to project a wide angle image over a plane.

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