The Role of Field of View in Virtual Reality Games

Yifei Qiu

2025

Abstract

Virtual Reality (VR) gaming has become one of the most immersive and technologically advanced forms of interactive entertainment. VR Games provide players a fully digital environment where they can interact with virtual worlds in ways that is basically same as they do in real-lives. The most important part that makes VR world that close to real life is visual experience. A critical factor in achieving this level of immersion is the field of view (FOV), which determines the range of the observable virtual environment visible to the player. A well-optimized FOV enhances spatial awareness, environmental perception, and overall engagement, making it a crucial design consideration in VR game development. Since FOV plays such a important role in VR games, the designer have tried many ways to improve the players experience by optimizing the FOV. However, that is not simple. If the FOV is too wide, it leads to a bad effect known as simulator sickness, which is going to cause a extremely bad experience. If FOV is too small, players may not able to see a big range of view they supposed to see in real world, and that is going to ruin the situational awareness and causing discomfort. There are many ways to optimize FOV, such as dynamic FOV, equipment improvement, etc. This article introduces a solution to improve FOV, which can improve the player's gaming experience to a certain extent. In the foreseeable future, FOV and related technologies will greatly enhance the immersion and experience of VR Games. a space before of 12-point and after of 30-point.

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Paper Citation


in Harvard Style

Qiu Y. (2025). The Role of Field of View in Virtual Reality Games. In Proceedings of the 2nd International Conference on Data Science and Engineering - Volume 1: ICDSE; ISBN 978-989-758-765-8, SciTePress, pages 462-466. DOI: 10.5220/0013699400004670


in Bibtex Style

@conference{icdse25,
author={Yifei Qiu},
title={The Role of Field of View in Virtual Reality Games},
booktitle={Proceedings of the 2nd International Conference on Data Science and Engineering - Volume 1: ICDSE},
year={2025},
pages={462-466},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0013699400004670},
isbn={978-989-758-765-8},
}


in EndNote Style

TY - CONF

JO - Proceedings of the 2nd International Conference on Data Science and Engineering - Volume 1: ICDSE
TI - The Role of Field of View in Virtual Reality Games
SN - 978-989-758-765-8
AU - Qiu Y.
PY - 2025
SP - 462
EP - 466
DO - 10.5220/0013699400004670
PB - SciTePress