Is there any way to use real-world scale and get decent results without fov of 60?

I’m modelling my game world by actual world dimensions. Problem is, everything looks super tiny and far away when camera FOV’s at 90°. Setting camera to 60° fixes it, more or less, but makes everything look super stretched out in vertical direction.

Is there a better solution to this? I mean, save for scaling entire world up.

The only way to “fix” this is to use a different type of projection.

Fix is in quotes because all projection techniques have their flaws.

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