Field of view: feeling enclosed... what can i do?

Hello guys.
I write this post because i don’t like how my character’s camera shows me the enviroment… the corridors doesn´t look as wide as the inspector shows, and maybe you know something that i don’t. You can see the corridor in the pics.

First pic - inspector camera: you can see the character has enough space around it, which is good.
Second pic - character camera: i see the pic and i feel enclosed.

I was playing with “field of view” camera’s option, which is set to 60 in the pic, and the results were horrible (anyway, feel free to tell me which value do you use :smile:).

Should i make wider the corridors or there is a hidden option in somewhere which helps me with this issue?
I’m making a house in 3d max and i think i must find a solution before go further.

Thanks in advance.

I don’t think there’s much point in comparing the top image to the bottom one; since they’re from different points of view (overhead vs. first-person), they’re bound to elicit different subjective responses.

Really, the field of view parameter is what you want to adjust. If you find there’s no setting that gives you the results you want, then I would say that the reason the environment feels enclosed in first-person view is because, well, the environment is enclosed :slight_smile:

Note that the general issues you’re dealing with here aren’t specific to Unity, but rather just have to do with the basics of cameras and viewing in 3-d. Unless you want an unusual effect of some sort, field of view is really it as far as parameter tweaking goes, regardless of what engine you’re using (for perspective projection, that is). Beyond that, the user experience is going to be largely dependent on the environment, and if the environment is a maze of narrow passageways, then it’s likely to feel somewhat claustrophobic in first-person mode. (If that isn’t the effect you’re after, you may need to revise your world geometry.)

That’s just my view on it though; maybe someone else will have different advice.

Thank Jesse; i’ve spent the night trying to figure out if what i see in the real world looks like the 1st person’s camera shows. I have been stantinding in the corridor of my apartment like a raving lunatic, and finally i realize both views are not the same at all.
I felt “freedom” while my character doesn’t.

So…

Maybe some adjustment to my world’s geometry could be need.

Thanks for your post and, of course, if anyone else want to contribute, it will be appreciated.

I agree with him, exaggerating the world geometry is probably the way to go - there is a reason it’s incredibly popular in FP titles, it works well.

The reason you see a different thing in game than you would in real life is simply field of view. You need to remember that your normal eyesight has a significantly larger field of view than what you would see in most video games. I want to say we see around 120 degrees where as most standard def games feature around a 60 degree FOV. Widescreen is more like 80-90 IIRC.

You could pump up the FOV to 120 degrees and the image on screen would include the same information that you would see, for the most part, but it wouldn’t look good at all. It’s important to remember that what we see in front of us on a screen, we expect it to look the same way as if we were looking through a window - so it’s a significantly smaller FoV than what we can see in the real world. Some gamer with 3-monitor setups pump the image along three screens horizontally and increase the FOV to 120 or so, but for your average gaming experience it would look incredibly squished.

Thanks Kyle, you are right.
I guess i don’t realize something obvious… something you said:

I need play more with geometry and maybe tweak, not too much, field of view.

Thanks guys… you really gave me a hand. I hope this post brings light to everyone who face the same issue.