fov-comfort ยท diff
git:20260912.dbd8865 to git:20260913.624182f
15 added, 5 removed. Audit A to A.
---
name: fov-comfort
- description: Generic FOV and motion comfort. Camera shake and FOV are settings, not power.
+ description: Use when camera field of view, zoom, shake, motion amplification, or comfort settings need boundaries that preserve gameplay meaning across user preferences.
---
# FOV comfort
- Ask: fixed | player-fov | comfort-pack.
- FOV is a setting (`settings-persist`). It does not change hitboxes or lock range.
- Shake (`juice-vfx` / `juice-hit`) has a reduced or off flag (`a11y-controls`). Boost-rail look-ahead may not slam FOV as a hidden speed buff.
+ Choose: `fixed` | `player-fov` | `comfort-pack`.
- Accept: a player can raise FOV or cut shake and still finish the slice. Boxes stay the same.
+ This skill owns comfort-facing camera settings and their interaction with authored camera effects. It does not own hitboxes, lock-on range, projectile spread or other gameplay geometry.
+
+ ## Rules
+
+ 1. Publish which FOV convention the adapter exposes (vertical, horizontal, or derived) and the supported min/default/max. Aspect-ratio conversion must not silently change the intended framing policy.
+ 2. A player FOV setting persists through `settings-persist`. Temporary sprint/aim/impact FOV effects are authored deltas or camera states layered on the user's baseline, not a hidden replacement for it.
+ 3. Reduced/off camera shake is an accessibility/comfort option. Disabling shake must not remove logical tells, damage, lock state or timing.
+ 4. If a wider/narrower FOV exposes camera collision defects, fix `camera-anti-clip`; do not restrict the setting merely to hide clipping unless the platform budget requires a documented bound.
+ 5. Any FOV-dependent UI, reticle or aim projection must be recomputed from the active camera projection rather than assuming the default FOV.
+
+ ## Accept
+
+ At min/default/max FOV and supported aspect ratios, replay the same gameplay trace. Hit results, lock eligibility and movement state remain unchanged while framing/projection updates correctly. Turn shake off and verify the encounter remains readable through pose/audio/UI alternatives. Record which camera/device combinations were actually tested.