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	<title>Comments on: The FOV in Mirror’s Edge</title>
	<atom:link href="http://www.significant-bits.com/the-fov-in-mirrors-edge/feed" rel="self" type="application/rss+xml" />
	<link>http://www.significant-bits.com/the-fov-in-mirrors-edge</link>
	<description>On videogame design and such.</description>
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		<title>By: BDK</title>
		<link>http://www.significant-bits.com/the-fov-in-mirrors-edge/comment-page-1#comment-4309</link>
		<dc:creator>BDK</dc:creator>
		<pubDate>Sun, 18 Sep 2011 15:36:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=118#comment-4309</guid>
		<description>You&#039;re crazy .. &quot;This might’ve been a result of wanting to achieve a more personal, zoomed-in feeling and a cleaner, flatter look&quot; .. LOL .. Consoles can&#039;t do 90 FOV. There it is.</description>
		<content:encoded><![CDATA[<p>You&#8217;re crazy .. &#8220;This might’ve been a result of wanting to achieve a more personal, zoomed-in feeling and a cleaner, flatter look&#8221; .. LOL .. Consoles can&#8217;t do 90 FOV. There it is.</p>
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		<title>By: Split-screens and widescreens. &#171; Significant Bits</title>
		<link>http://www.significant-bits.com/the-fov-in-mirrors-edge/comment-page-1#comment-1642</link>
		<dc:creator>Split-screens and widescreens. &#171; Significant Bits</dc:creator>
		<pubDate>Sun, 20 Jun 2010 21:34:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=118#comment-1642</guid>
		<description>[...] It&#8217;s a legitimate complaint, but one that also seems easy to address with a little bit of field-of-view tweaking. FPS games in particular have been reducing the FOV for quite a while now, and widening it for [...]</description>
		<content:encoded><![CDATA[<p>[...] It&#8217;s a legitimate complaint, but one that also seems easy to address with a little bit of field-of-view tweaking. FPS games in particular have been reducing the FOV for quite a while now, and widening it for [...]</p>
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		<title>By: john</title>
		<link>http://www.significant-bits.com/the-fov-in-mirrors-edge/comment-page-1#comment-1131</link>
		<dc:creator>john</dc:creator>
		<pubDate>Fri, 18 Dec 2009 19:26:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=118#comment-1131</guid>
		<description>I use a FOV of 100-110 in FPS games

anything lower will give a splitting headache for FPSs.</description>
		<content:encoded><![CDATA[<p>I use a FOV of 100-110 in FPS games</p>
<p>anything lower will give a splitting headache for FPSs.</p>
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		<title>By: A layman&#8217;s guide to projection in videogames. &#171; Significant Bits</title>
		<link>http://www.significant-bits.com/the-fov-in-mirrors-edge/comment-page-1#comment-100</link>
		<dc:creator>A layman&#8217;s guide to projection in videogames. &#171; Significant Bits</dc:creator>
		<pubDate>Fri, 15 May 2009 01:14:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=118#comment-100</guid>
		<description>[...] Older vector-based games like Battlezone also used Perspective projection, but these were visually quite simplistic. It wasn&#8217;t until the advent of 3D games that Perspective projection became popular. These days a large proportion of games are 3D, and nearly all of them employ this technique. Of course all games use drastically different models, textures, shaders, etc., but various aspects of Perspective projection can still play a role in their overall look (namely the field of view, which I&#8217;ve mentioned before). [...]</description>
		<content:encoded><![CDATA[<p>[...] Older vector-based games like Battlezone also used Perspective projection, but these were visually quite simplistic. It wasn&#8217;t until the advent of 3D games that Perspective projection became popular. These days a large proportion of games are 3D, and nearly all of them employ this technique. Of course all games use drastically different models, textures, shaders, etc., but various aspects of Perspective projection can still play a role in their overall look (namely the field of view, which I&#8217;ve mentioned before). [...]</p>
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		<title>By: The Management</title>
		<link>http://www.significant-bits.com/the-fov-in-mirrors-edge/comment-page-1#comment-66</link>
		<dc:creator>The Management</dc:creator>
		<pubDate>Sun, 29 Mar 2009 07:33:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=118#comment-66</guid>
		<description>Yeah, I don&#039;t think that&#039;s &lt;a href=&quot;http://forums.xbox-scene.com/index.php?showtopic=623439&amp;mode=threaded&amp;pid=4130230&quot; rel=&quot;nofollow&quot;&gt;accurate&lt;/a&gt;. 

Nor is it the standard for most &lt;a href=&quot;http://nuttybar.drama.uga.edu/pipermail/dir3d-l/2005-November/010002.html&quot; rel=&quot;nofollow&quot;&gt;other games&lt;/a&gt;. Even the latest Valve titles -- which include a &lt;a href=&quot;http://forums.steampowered.com/forums/showthread.php?t=789313&quot; rel=&quot;nofollow&quot;&gt;FOV slider&lt;/a&gt; in the options -- don&#039;t deviate too much from 75-90 range. Here&#039;s a &lt;a href=&quot;http://www.youtube.com/watch?v=r7wkHZDkcfA&quot; rel=&quot;nofollow&quot;&gt;video&lt;/a&gt; of what they&#039;d look/feel like if they did.</description>
		<content:encoded><![CDATA[<p>Yeah, I don&#8217;t think that&#8217;s <a href="http://forums.xbox-scene.com/index.php?showtopic=623439&#038;mode=threaded&#038;pid=4130230" rel="nofollow">accurate</a>. </p>
<p>Nor is it the standard for most <a href="http://nuttybar.drama.uga.edu/pipermail/dir3d-l/2005-November/010002.html" rel="nofollow">other games</a>. Even the latest Valve titles &#8212; which include a <a href="http://forums.steampowered.com/forums/showthread.php?t=789313" rel="nofollow">FOV slider</a> in the options &#8212; don&#8217;t deviate too much from 75-90 range. Here&#8217;s a <a href="http://www.youtube.com/watch?v=r7wkHZDkcfA" rel="nofollow">video</a> of what they&#8217;d look/feel like if they did.</p>
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		<title>By: Styves</title>
		<link>http://www.significant-bits.com/the-fov-in-mirrors-edge/comment-page-1#comment-65</link>
		<dc:creator>Styves</dc:creator>
		<pubDate>Sun, 29 Mar 2009 06:46:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=118#comment-65</guid>
		<description>Most FPS games use a FOV of around 40 - 45, some 60. And on rare occasions, 35.

Each of those is far too low.

In fact, Mirror&#039;s Edge&#039;s FOV is larger than most, in order to simulate peripheral vision.

I&#039;d recommend playing Halo 3, then playing Mirror&#039;s Edge right after. You&#039;ll see exactly what I mean. (Halo 3&#039;s FOV is around 40 - 45.)</description>
		<content:encoded><![CDATA[<p>Most FPS games use a FOV of around 40 &#8211; 45, some 60. And on rare occasions, 35.</p>
<p>Each of those is far too low.</p>
<p>In fact, Mirror&#8217;s Edge&#8217;s FOV is larger than most, in order to simulate peripheral vision.</p>
<p>I&#8217;d recommend playing Halo 3, then playing Mirror&#8217;s Edge right after. You&#8217;ll see exactly what I mean. (Halo 3&#8242;s FOV is around 40 &#8211; 45.)</p>
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