cypeq :
merikafyeah :
BigMack70 :
first person gaming is superior on widescreen do to higher fov... i have no desire to go back to 5:4 or 4:3
Uh no. A 1920x1536 (5:4) and 1920x1080 (16:9) display gives you identical fov on the x-axis i.e. horizontal image information is the same, but the 5:4 display also gives you more vertical image information (y-axis) so you can also spot enemies dropping in from the sky or shoot down choppers and the like much more easily.
Also, the absolute image space is also larger with 5:4 for any given monitor size, e.g. a 20" 5:4 display will have a larger surface area for viewing than a 20" 16:9 display.
You are a moron aren't you ? Just had to say it... screen width resolution does not equal viewing angle it's only a variable in the equation. Your typical game engine would keep vertical view angle constant to avoid stretching of the image and modify horizontal FOV accordingly.where wider display would get higher fov to keep image proportional.
In the old games when monitors were predominantly 4:3 both FOV values were constant, launching game like that (try starcraft as an example) would get you streaching vertical in 5:4 and horizontal in 16:9.
Very little games would allow you to tamper with both H-FOV and V-FOV leaving your 5:4 screen at heavy disadvantage when playing for example fps games. Giving you smaller H-FOV than on regular 4:3 screen by default.
Uh, no again. I was talking geometry and suddenly you bring up game engine limitations. The two are mutually exclusive. The fact remains that a 5:4 display given the same horizontal resolution (in pixels) as a 16:9 display will give you more image information. See this:
http://en.wikipedia.org/wiki/Aspect_ratio_%28image%29#Visual_comparisons
Look at the last comparison. The image on the right is what you get when you play current games on 16:9 displays, whereas the image on the left is what you COULD be getting if you had a 5:4 display with the same horizontal pixel count as the 16:9 monitor.
Any properly made game today takes into account both fullscreen and widescreen displays, so there would never be any squeezing or stretching, only cropping. Image data can be lost but not distorted. But on the matter of distortions, it is far more likely for a game to be designed for fullscreen and not widescreen, than vice versa. Far fewer games would be squeezed on fullscreen monitors than they would be stretched on widescreen monitors, hence this is a win for 5:4. Any distortions from 4:3 to 5:4 would be almost inconsequential compared to the distortions of going from 4:3 to 16:9.
You also ignored my second point on absolute area of 5:4 vs 16:9 per given diagonal, which is what all monitors are measured for. The panel area for a 20" 16:9 is mathematically smaller than the panel area for a 20" 5:4.
Smaller area = less image information available given the same ppi. Manufacturers prefer widescreen because it takes less material to reach a given diagonal and is therefore cheaper, but the end result is you get a smaller display.