2 perspective questions

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3 comments, last by all_names_taken 17 years, 10 months ago
- FOV is recommended to be between 45.0f and 90.0f, but which FOV looks most realistic? - Is there really any reason at all for not setting near clipping plane to an as small value as possible, say 0.00000001f?
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Quote:Original post by all_names_taken
- FOV is recommended to be between 45.0f and 90.0f, but which FOV looks most realistic?
- Is there really any reason at all for not setting near clipping plane to an as small value as possible, say 0.00000001f?
I usually use 60 degrees, just experiment until you find something that works well for you.

The depth values in the Z-buffer are biased, so the closer you are to the near clip plane, the better the precision. What that means is that the further away the near clip plane is, the better your range of z values will be over your whole scene. So basically, you get better depth precision with higher values for the near clip plane Z value.
Quote:Original post by all_names_taken
- FOV is recommended to be between 45.0f and 90.0f, but which FOV looks most realistic?


I'd say this depends on your application. For first person games, a wider FOV is usually better (75-90), while for 3rd person games you don't need that much and 60-75 is usually enough.
Increasing the FOV will also result in more prespective dissortion, so you better keep it low or your geometry well tesselated.
Quote:
- Is there really any reason at all for not setting near clipping plane to an as small value as possible, say 0.00000001f?

yea, it greatly reduces the accuracy of the depth-buffer if you do that. Don't.

Quote:Original post by all_names_taken
- Is there really any reason at all for not setting near clipping plane to an as small value as possible, say 0.00000001f?


Setting the near clipping plane to a small value results in z-fighting for objects as a lot of unnessassary precision is used for interpreting between small values (0.00000001f - 0.1f). Maybe not a good explanation but try rendering a normal scene with a near cliping plane of 0.00000001f and you should see z-fighting everywhere.
ok thanks

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