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Question by bpears · Nov 20, 2012 at 03:57 AM · camerascalemodel

How to fix FPS camera to scale of models?

I have made some models to scale, but I am having difficulty getting the camera to feel right. The capsule collider is scaled good, but it still seems as if the camera is just a huge view, as if a giant crouched down to look at a city. I don't know how else to explain it. I feel it may be partly something to do with field of view, but I've been playing around with it, not seeing too much improvement.

I guess what I'm asking is, how to scale the eyes, the camera - so that it feels like it fits in the world I've made.

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avatar image sparkzbarca · Nov 20, 2012 at 04:24 AM 0
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yea I mean all there is is field of view to change your field of view :P

But just to be clear the human eyes can see WAY more than you should simulate.

True human vision is approx 120 degrees but remember 180 would be the abililty to see basically everything in front or beside your eyes.

A monitor would need to be REALLY wide to approximate human eyesight without the compression looking weird.

$$anonymous$$onitors pretty much take out periphal vision and go for 50 to 70 degrees field of view.

Thats $$anonymous$$IND of realistic. Your focus is only on about 60 degrees at a time but your $$anonymous$$d is still semi-aware of whats going on over there.

The big question is what scale are they too?

one unity unit is a meter.

is a person 2 primitives in height approx?

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