Consistent Horizontal and Vertical FOV / Content in Screen Across All Aspect Ratios - Open Source (Maybe?)


This is my first post, I really hope it’s well written (I apologize for the video watermarks). I’ve found a way to preserve consistently what players see on screen, regardless of their resolution or aspect ratio, and I’m trying to get some feedback/suggestions about if I should Open Source this and if it’s actually something useful.

In many competitive games, players with wider aspect ratios often have an advantage due to increased peripheral vision with wider aspect ratios. Roblox doesn’t currently allow us to set a constant FOV for both vertical and horizontal axes simultaneously, which could solve this issue in competitive/shooters games.



Image 01 - Example of how different aspect ratios changes FOV (Source)


I’ve made a system that ensures all players see the exact same amount of game content, even if they change their window size in real-time. This is similar to how some popular competitive games like Counter Strike and Valorant handle aspect ratio differences.

It works by “stretching” the player camera CFrame to fit the player’s screen while maintaining a previosly set field of view. This means that regardless of whether a player has a 16:9, 21:9, or any other aspect ratio, they’ll all have access to the same visual information.


Demonstration


Video 01 - Video showing how the visualization stills the same when aspect ratio is changed. (Test place link)


  1. Do you think some games would benefit from this type of consistent FOV through different aspect ratios?
  2. Is this feature really necessary for developers?
  3. Should I consider open-sourcing this for other developers to use and improve upon?

Main References

FrostDracony - CFrame.fromMatrix, what is it and how can I use it?
nothing_1649 - FOV decoupler function: modify horizontal and vertical fov
Maximum_ADHD - Super Camera Skewer 64

2 Likes

Sry for the criticism but:

IF you see, many competitive games allow players to change their fov, Also A Constant FOV is better than a FOV that is consistent across screens is because, it just makes the game feel weird, Many competitive players change their fov accordingly because it makes the game playable for them.

And Reducing FOV can add a zooming in effect and a larger fov adds a zooming out effect. Consistently changing it will cause that players to be confused about their speed.
If you see many games increase their fov when sprinting and reduces when not sprinting.

Also you said it gives other player with big screen advantage, well actually no. our eyes has a point where they are focusing, the more the content is away from the focus point, the more it is harder to understand, when you are reading, you can’t see the text even one finger away from where your eyes at.

Also every player has same advantage because there are other things that can player count for to know where enemy is, directional sounds, minimap, hit direction compass.

Even if you are on a really big screen, you wont see much further objects away from the screen’s center because, the vision dimishes, and the brain wont consume that much info and wont notice.

Suppose, if this was a problem, there are way many international tournaments and communities that already have seen this as a problem, but they didn’t as it is not a problem. Even as I told, You can infact change your fov in most competitive games.

Last sayings, If you dynamically change the fov, the player not fit/adapt to that dynamic fov and may get his skills degrade.

I respect your work and the time you’ve spent, but sorry to say, neither it is necessary for developers and nor it would benefit.

Indeed, some competitive games let players adjust their FOV. However, this “stretched resolution” applies to specific genres where visual information is actually important (like competitive tactical shooters). I already mentioned examples like Counter Strike and Valorant in my post, which you seem to haven’t even read.

This doesn’t even makes sense. My proposal actually provides a constant FOV regardless of screen. Every player would have identical vertical and horizontal FOV across all aspect ratios.

Yes, it might feel strange if you don’t have a 16:9 monitor or use an unusual aspect ratio. The system is designed for the average 16:9 aspect ratio. The further you deviate from this, the “weirder” it may look. However, this ensures all players have equal chances, regardless of monitor width.

You’re wrong, and it actually suggests that you don’t have familiarity with competitive shooter games. Typically, competitive/pro gamers use high FOV (when allowed) for a greater advantage, as it provides more visual information. This isn’t the intention in tactical shooters, which aim for fairness based on skills rather than monitor advantages.

This is not even related with this post. It’s not about changing FOV or affecting speed perception. The FOV remains constant both vertically and horizontally - that’s the whole purpose.

This is not related to this post.

It’s about aspect ratio, not screen size. Please read the post carefully before responding.

Actually, yes. The post explains why wider aspect ratios (not sizes) provide an advantage.

??? What? It’s not even related to this post. You’re not making sense.

While other gameplay aspects are important, visual information can’t be dismissed. More visual information does provide an advantage.

Again, it’s about aspect ratio, not size.

Actually, they have. Please research before making such claims.

While not a major issue, in competitive settings, a wider FOV/aspect ratio can potentially provide an in-game advantage.

Can you change FOV in tactical shooters like Valorant or Counter Strike? You can’t, for reasons explained in the post. Please read and understand before responding.

Players wouldn’t notice as their screen size isn’t constantly changing. There’s no reason this would degrade skills. You’re not even making sense.

Ok, so you cooked me, in just simple words I just want to convey that, it is a bad idea, in my opinion, I guess.