1. ## human viewing angle

not quite programming question, but the end result is, so..

i was wondering if anyone knew, or could send me a link of what the human viewing width(angle) is?

i know it has to be between 90 and 180.

2. i would say its greater than 180 horizontally, probably 190 or so... i dont really know but it varies and mine doesn't exactly cutoff at a straight angle.

3. i mean the viewing angle w/o moving the eyes.

i would guess 140 degrees maybe.

4. For most FPS games you are only drawing the forward field of vision minus the periphery. So I would say set your horiz view angle around 60 or 45. If the screen looks weird when you turn as in the graphics seem to float unrealistically around an invisible sphere (the graphics distort at the edges of the screen) or it looks like a small fish-eye lens....reduce the viewing angle.

5. ok, thanks, ill start out with 60 degrees then. sound about right?

6. This is a bit of a strange question, and already there have been a couple of very different answers.

In total, I would guess it's about 200 degrees, from total left to total right.

But, there is a spot in the centre of your eye that has a much higher density of cells than the rest of your eye. It's like a spot of high resolution. Try it out, look at my username and try and read my post without moving your eye.

Also, the "real life" field of vision comes around you in full 360 degrees. If you try and fit 200 degrees of viewing angle on a screen that takes up about 15 degrees in reality, things are going to look weird.

Like when you look through the little glass thing on your door to see who's outside.

7. true, human viewing angle is a little more compicated.

but then, my question is, what should the viewing angle be in a 3d game?

8. I keep it at 60 degrees.

This was correct for my old voxel raycasters and it seems to work in true 3D as well.

9. ok thanks ill go for 60 then