Any way to change that FOV!?


Stoibs

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Finally found the time to activate and give the alpha a bit of a go just now and my god is that FOV horribly consolized.

Seems to be about 60ish~ or so at a random guess.

I really, really, REALLY hope this will be adjustable or atleast fixed at a more appropriate 95~100 sweetspot for launch. Would love to test more than 5 minutes of this but getting motion sickness and my head hurting due to this unplayable narrowness of looking through binoculars non-stop is just too much. :(

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Personally I think its good where it is. Anymore and it would like looking through a 8mm lens (able to see behind you) . . . Keeps you on your toes as well, needing to look for that Growl !!!

That's nice but this isn't just a personal preference thing, this is a very real documented and established problem that Faaaarrrr too many games unfortunately neglect which in turn, causes a lot of motion sickness and nausea for plenty of people. Fact.

Will look forward to that option in the next build to change this which Alan mentioned, not sure what dimensions or units they are using (Horizontal vs Vertical?) but there is no way that this is traditional 90 FOV in the context of what people generally talk about on this subject. Not a chance.

Shame, I do look forward to giving it a good ol' playtest at some point when I'm able.

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Sorry for the confusion -- I was incorrect about our FOV being 90 degrees. The camera functionality in Unity specifies FOV as vertical FOV, which for us is set to 45 degrees. The horizontal FOV that results from that depends on your aspect ratio. For 16:9, 45 vertical maps to a 72 degree horizontal FOV.

For a 16:9 aspect ratio, a 90 degree horizontal FOV results from a 59 degree vertical FOV.

We've already got the FOV slider implemented, so it will be available in the next build. Right now the slider changes the vertical FOV (as that is what we provide the Unity camera), but we could have the interface specify horizontal FOV and then compute the vertical FOV behind the scenes. Another open question is what range should be allowed.

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That's nice but this isn't just a personal preference thing, this is a very real documented and established problem that Faaaarrrr too many games unfortunately neglect which in turn, causes a lot of motion sickness and nausea for plenty of people. Fact.

Woah up there man. I didn't personally attack you, so there is no need to be condescending towards me. I was only stating MY PERSONAL experience and in no way was putting you into a basket . . . . Fair enough, its a fact, and so was the Apple motion sickness with their Parallax Background.

Its being dealt with like Alan posted, and I'm happy for you, and the many others.

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We'll offer the ability to modify the Horizontal FOV, so people can find a comfortable range that works for their resolution, screen size, and their distance from screen.

I'm not in favour of also providing vertical FOV settings since it is confusing and we should be doing that calculation automatically.

The permitted range will depend on our internal playtesting, to ensure we don't provide an unfair advantage at any given FOV. In general, FOV will translate to a feeling of greater "peripheral vision" which in our game is pretty important, as you may have noticed. :)

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Sorry, wasn't trying to be a jerk TattoodMac. Just been over this song and dance far too many times on various other forums for other games over the years, and there's usually a group of people on the other side of the argument who are so adamant about arguing against a slider or option for thematic/balance reasons ("Metro 2033 is fine, you are meant to feel claustrophobic hurr durr"); nevermind the fact that the rest of us just want to be able to play unnauseated and couldn't care less about any of that. :cry:

At the end of the day that's what this alpha is for anyway I guess, glad to see it being looked at.

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