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I have problem for supporting different aspect ratio in developing Mobile Game.

I was developing on 2:3 screen which is iPhone 4 (Retina).

When I use width and height for screen size and use fixed FOV, then most of cases

look ok, but in 3:4 (which is iPad), the user can "See More" horizontally.

If I force the aspect ratio to 2:3, then looks "squeezed".

I am lost adjusting other values like moving camera, or changing FOV.

Is there any proper way or tips??

  • Or, What is good FOV for portrait mobile device screen which can cover most of aspect ratio look ok? - I am currently using 45 - and force aspect ratio to 2:3
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    \$\begingroup\$ Welcome to the site. There are already several questions here which are related to yours, and which may provide insight. Consider gamedev.stackexchange.com/questions/19253/… or gamedev.stackexchange.com/questions/51134/… for example. There are others if you search. \$\endgroup\$ – Josh Jun 21 '13 at 5:35
  • \$\begingroup\$ Thank you for comment. I already checked those comments but, it talks about 2D (which is "ortho" projection). I actually have problem in Perspective projection. \$\endgroup\$ – PowerDDang Jun 21 '13 at 5:44
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    \$\begingroup\$ What are you currently doing? \$\endgroup\$ – Tetrad Jun 21 '13 at 5:45
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    \$\begingroup\$ The two basic solutions - either letterbox, or accept the necessity of different FOVs in different aspect ratios - are the same whether it's 2D or 3D. \$\endgroup\$ – Nathan Reed Jun 21 '13 at 6:27

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