
This distance is simply scaled and converted back to FOV angle for use on a widescreen. FYI the tangent of 75/2 is simply the ratio of game distance between the center of the 4x3 screen and the side, divided by the game screen-to-camera distance. Instead it is tan(FOV/2) that should be used. What FOV do people find they do best with while playing Battlefield 1 online, and why Stating the resolution thats being used might be relevant. tan(FOV) is also nonsensical as a 90 degree FOV is perfectly valid but tan(90) cannot be computed. The use of trigonometric functions is clearly necessary because otherwise a wide enough screen would lead to a calculated result above 180, which leads to the nonsensical conclusion that you should be seeing things behind you on your flat monitor.

Note: in these calculations the functions arctan and tan involve degrees, not radians. Using oddball resolutions like 1280x1024 on a 16:10 montor is going to confuse things as it involves rectangular pixels. I'm going to assume only square pixels, which simplifies the calculations. 16:9 monitors with resolutions like 1920x1080 are a bit less commonly used (more info here: ) Now, most people use widescreen displays at 1680x1050 or 1920x1200 with a 16:10 aspect ratio. When Morrowind was originally released (around 2002), monitors had 4:3 (physical) aspect ratio and Morrowind used 75 degree aspect ratio.

What is the ideal FOV for a widescreen display user? Ideally, I maintain that the center of the screen should look exactly like the original Morrowind game and the borders of the screen should merely add additional peripheral details.
