Difference between revisions of "Field of view"
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[[File:Field of View of Human Eye.jpg|thumb|250px|The size and shape of someone's right eye field of view]] | [[File:Field of View of Human Eye.jpg|thumb|250px|The size and shape of someone's right eye field of view]] | ||
− | '''Field of view''' is the observable visual extent of a view. It is | + | '''Field of view''' is the observable visual extent of a view. It is the space on the retina that is taken by something. Alternatively, it is the visual space taken by something. |
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+ | It is crudely measured in degrees. | ||
Virtual reality headsets typically have a field of view of at least 90 degrees. The higher an [[HMD]]'s FOV is, the further the virtual world will extend to your edge of vision, also known as the [[visual periphery]]. | Virtual reality headsets typically have a field of view of at least 90 degrees. The higher an [[HMD]]'s FOV is, the further the virtual world will extend to your edge of vision, also known as the [[visual periphery]]. |
Revision as of 07:32, 7 September 2024
Field of view is the observable visual extent of a view. It is the space on the retina that is taken by something. Alternatively, it is the visual space taken by something.
It is crudely measured in degrees.
Virtual reality headsets typically have a field of view of at least 90 degrees. The higher an HMD's FOV is, the further the virtual world will extend to your edge of vision, also known as the visual periphery.
The field of view of a normal computer screen is approximately the center third of the vision. Either desktop or laptop.
The field of view of a head mounted display needs to be higher than a world-fixed screen to be comfortable. This is because when you turn your head with a headset, the content stays fixed in the world and gets cut off at the sides in your periphery. This is highly noticable with the Magic leap 1 and Hololens 1.