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  2. Field of view in video games - Wikipedia

    en.wikipedia.org/wiki/Field_of_view_in_video_games

    Many PC games that are released after 2000 are ported from consoles, or developed for both console and PC platforms. Ideally, the developer will set a wider FOV in the PC release, or offer a setting to change the FOV to the player's preference. However, in many cases the narrow FOV of the console release is retained in the PC version.

  3. Page orientation - Wikipedia

    en.wikipedia.org/wiki/Page_orientation

    For the first computing devices a screen was built to operate in only portrait or landscape mode, and changing between orientations was not possible. Typically a custom video controller board was needed to support the unusual screen orientation, and software often needed to be custom-written in order to support the tall, narrow screen layout.

  4. Viewing angle - Wikipedia

    en.wikipedia.org/wiki/Viewing_angle

    With LCD screens, some manufacturers have opted to measure the contrast ratio and report the viewing angle as the angle where the contrast ratio exceeds 5:1 or 10:1, giving minimally acceptable viewing conditions. The viewing angle is measured from one direction to the opposite, giving a maximum of 180° for a flat, one-sided screen.

  5. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect.

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    mail.aol.com

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  7. Viewing frustum - Wikipedia

    en.wikipedia.org/wiki/Viewing_frustum

    A view frustum The appearance of an object in a pyramid of vision When creating a parallel projection, the viewing frustum is shaped like a box as opposed to a pyramid.. In 3D computer graphics, a viewing frustum [1] or view frustum [2] is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system.

  8. Virtual camera system - Wikipedia

    en.wikipedia.org/wiki/Virtual_camera_system

    In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world.Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required.

  9. Curved screen - Wikipedia

    en.wikipedia.org/wiki/Curved_screen

    This type of screen is an optical instrument with a solid angle through which we can see what's happening inside the "computer world". If a screen is curved, the FoV of a person who looks at a picture on screen would not change. Most curved screens are made with wide (16:9), ultra-wide (21:9 / 64:27) or super ultra-wide (32:9 or 18:5) aspect ...