![standard fov for 1920x1080 standard fov for 1920x1080](http://corpsesnsouls.com/FCND/FarCryNewDawn_1403.jpg)
It's a tricky balancing act, and not many rendering engines get it right. It's definitely possible to go a little crazy with FOV if you don't have enough physical display size to justify the field of view you've chosen: But this is a moot point for Bioshock it's a single-player game. If you can view more of the world than your opponent, then you might be able to see them coming before they see you.
![standard fov for 1920x1080 standard fov for 1920x1080](https://ubistatic-a.akamaihd.net/0071/Hyper_Scape/000057044_engb_FOV.jpg)
In multiplayer circles, a wider FOV is considered cheating. Makes sense, doesn't it? But this is not something you get for free- the rendering engine must be programmed to allow and support changing the FOV.
![standard fov for 1920x1080 standard fov for 1920x1080](https://i.ytimg.com/vi/0F-02N8wpsU/maxresdefault.jpg)
With the adjusted FOV, the wider screen is used to display more of the scene on the left and right edges. If we turn down the FOV in Bioshock to something like 0.84 to accommodate our widescreen 16:10 aspect ratio, we can see more of the world, not less: Instead, the developers should increase the field of view. But this is a terrible solution for dynamically rendered content in a 3D world. This is what you have to do to get static, pre-rendered content to fit a widescreen format, because that content is immutable. The sides are the same, but the top and bottom of the display is clipped away in widescreen. It's wider, technically, but you actually see less. Here's a screenshot of the same scene displayed in 1600 x 1200 (4:3), and in widescreen 1920 x 1200 (16:10). I just purchased the game Bioshock, which "supports" widescreen displays- but, in fact, it doesn't. The issue of scaling pre-rendered content to a widescreen display is a well-understood problem at this point non-linear stretching techniques work reasonably well.īut when rendering dynamic 3D content, things are a bit more problematic. It's difficult to buy a larger monitor today without changing your aspect ratio to widescreen.Īs the new owner of my very first non-4:3 widescreen monitor, I'm learning first hand that widescreen displays can be problematic in certain rendering contexts. But widescreen monitors are increasingly popular. Until a few years ago, buying a larger display meant buying a larger display in the same, standard 4:3 screen layout- 640 x 480, 800 x 600, 1024 x 768, 1600 x 1200, and so forth. Unstable lighting conditions, otherwise the image will flash.ĭo not use around high-power radio waves, such as television stations or radio-transmitting stations.Ĭheck whether the camera’s stability is good.Ĭheck whether there is vibrating machinery or objects near the camera.As far as I'm concerned, you can never have enough pixels on your desktop. Shooting particularly bright objects, such as sunlight, lights, etc. Do not use strong or corrosive detergent, lest the lens scratch, affect the image effect. When cleaning the camera lens, please use dry soft cloth to wipe, if dirt is serious, use neutral cleaner gently. Use soft cloth or cotton paper to remove dust from the camera housing. If the camera is not in long-term use, please disconnect the power switch after use. The specific installation is shown in the following figure: Maintenance & Troubleshooting Camera maintenance When the monitor thickness is less than or equal to 170mm, the mounting method can be selected to mount the conference camera product on the monitor. 118mm x 37.2mm x 30.8mm (without bracket)