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Valve zoomed in Half-Life 2’s FOV from the gold standard 90 so you could see all those pretty Source engine faces better

Valve zoomed in Half-Life 2’s FOV from the gold standard 90 so you could see all those pretty Source engine faces better

PC gamers love tweaking our field of view sliders⁠, the extent of your in-game peripheral vision that gets rendered. Real heads tend to adopt a “the higher, the better,” mentality, with 90 degrees being a commonly-accepted sweet spot. So why did PC gaming grande damme Valve saddle us with a miserly, dare I say console-like 75-degree default FOV in Half-Life 2?

“In Half-Life 1, we used a 90-degree field of view, or FOV, which was fairly standard for first-person shooters at the time. But during Half-Life 2’s development, we grew unhappy with it,” explained Valve developer Kerry Davis in the new 20th anniversary commentary mode for Half-Life 2. “With our game’s focus on characters, we’d put extensive effort into detailed facial and body animations, but the 90-degree FOV didn’t allow players to get close enough to fully appreciate that detail.

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