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Finding_FOV_bytes_via_HEX_editing

[Finding FOV bytes via HEX editing]{.underline}

[presented by]{.underline}: AOY.

[thanks to]{.underline}: WSGF.

Aspect Ratios[:]{dir="rtl"}

To calculate your aspect ratio decimal divide the resolution's width by its height.

Note that ultra-widescreen is marketed as 21:9 but the aspect ratio actually varies slightly between resolutions (these are listed separately below).


Common Name Decimal Formatted Value


5:4 1.25 00 00 A0 3F

4:3 1.33 AB AA AA 3F

3:2 1.5 00 00 C0 3F

16:10 1.6 CD CC CC 3F

15:9 1.66~ 55 55 D5 3F

16:9 1.77~ 39 8E E3 3F

1.85:1 1.85 CD CC EC 3F

2.39:1 2.39 C3 F5 18 40

2.76:1 2.76 D7 A3 30 40

3x5:4 3.75 00 00 70 40

3x4:3 4 00 00 80 40

3x16:10 4.8 9A 99 99 40

3x15:9 5 00 00 A0 40

3x16:9 5.33~ AB AA AA 40

21:9 (2560x1080) 2.37~ 26 B4 17 40

21:9 (3440x1440) 2.38~ 8E E3 18 40

21:9 (3840x1600) 2.4 9A 99 19 40

32:10 3.2 CD CC 4C 40

32:9 3.55~ 39 8E 63 40​

Resolutions[:]{dir="rtl"}


Value Hex\ Formatted Value Value


200 0x0C8 C800

240 0x0F0 F000

320 0x140 4001

480 0x1E0 E001

525 0x20D 0D02

540 0x21C 1C02

576 0x240 4002

600 0x258 5802

640 0x280 8002

704 0x2C0 C002

720 0x2D0 D002

768 0x300 0003

800 0x320 2003

840 0x348 4803

848 0x350 5003

854 0x356 5603

900 0x384 8403

960 0x3C0 C003

992 0x3E0 E003

1000 0x3E8 E803

1024 0x400 0004

1050 0x41A 1A04

1080 0x438 3804

1152 0x480 8004

1200 0x4B0 B004

1280 0x500 0005

1360 0x550 5005

1366 0x556 5605

1368 0x558 5805

1440 0x5A0 A005

1536 0x600 0006

1600 0x640 4006

1680 0x690 9006

1768 0x6E8 E806

1776 0x6F0 F006

1800 0x708 0807

1920 0x780 8007

2048 0x800 0008

2160 0x870 7008

2400 0x960 6009

2560 0xA00 000A

2720 0xAA0 A00A

2880 0xB40 400B

3072 0xC00 000C

3200 0xC80 800C

3360 0xD20 200D

3440 0xD70 700D

3840 0xF00 000F

4080 0xFF0 F00F

4320 0x10E0 E010

4800 0x12C0 C012

5040 0x13B0 B013

5120 0x1400 0014

5760 0x1680 8016​

Notes:

Sometimes the [field of view]{.underline} (FOV) for a game can be found in hexadecimal form in one of the game's files. The format you will most likely see is the IEEE 754 standard which is comprised of four hexadecimal pairs.

For example a FOV of 60.0 would be the following in hexadecimal -

42 70 00 00

This will almost always be formatted to be read from right to left in the game's files.

So 42 70 00 00 becomes the following in the file.

00 00 70 42

You can use a IEEE 754 calculator like this one to get your FOV value into hexadecimal format. Simply paste your FOV in the decimal field and click the Rounded or Not Rounded button (should not matter) and look at the hexadecimal result under the single precision fields.

Think of the hexadecimal value in this format -

ST UV WX YZ

You will be using it in this format -

YZ WX UV ST

Remember you can calculate the field of view by using the FOV Calc tool on this site along with any of several other methods for calculating the field of view.

When re-calculating FOV based on aspect ratio, it can be done using trigonometric tangent functions to convert the angle to radians divided into half, then converted into a zoomable angle that can be divided or multiplied by the zoom factor and converted back into degrees.

For example, the current display ratio is 4:3 and the conditional aspect ratio is 16:9, the FOV degrees of 45.0 would become 57.822402 from dividing the aspect ratio by the conditional aspect after converting the angle into a tangent angle:

[Degrees:]{.underline}

Arctan(Tan(Fovy * PI / 360) / (4/3) * (16/9)) * 360 / PI

[Degrees converted from radians:]{.underline}

Arctan(Tan(Fovyradians / 2) / (4/3) * (16/9)) * 360 / PI

[Radians:]{.underline}

2 x Arctan(Tan(Fovyradians / 2) / (4/3) * (16/9))

[Radians converted from Degrees:]{.underline}

2 x Arctan(Tan(Fovy * PI / 360) / (4/3) * (16/9))