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In Game FOV (field of view)


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#21 Xenodraken

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Posted 01 June 2012 - 04:30 AM

In a normal FPS i can understand a locked FOV because people were using wide FOV to see through walls and around corners etc. We are FFP that is part of the solution to that cheat. We are also inside mechs. which will still block "seeing more"
Wider FOV will make the window you see out of smaller actually. With an eyefinity setup i have a 5760x1080 resolution. This actually pulls my virtual face closer to the mechs window.
I worry that it will also pull vital hud visuals in to far so they are not seen. upping the FOV counters this problem and returns my viewable window to the normal size. Least this is how it worked inside of MWLL when i messed with the FOV settings. The MWLL servers normally are 60 lol.

Of course if MW:O were capable of sending Hud items to specific monitors i would disable eyefinity in a heartbeat in favor of this. Most flight sims have this ability, and i can bet that it would make all the people that see this game as a 'sim' not an FPS all warm and fuzzy inside. :)

Edited by Xenodraken, 01 June 2012 - 04:32 AM.


#22 Clay Pigeon

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Posted 01 June 2012 - 04:53 AM

I used to use 90 when I had a CRT. Now that I have a widescreen monitor I prefer 120 or greater, if allowed.

If I had an eyefinity setup I'd be pushing for 180.

Edited by Clay Pigeon, 01 June 2012 - 04:54 AM.


#23 chaz706

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Posted 01 June 2012 - 05:26 AM

Aren't we going to be in cockpits? Wouldn't widening our FOV simply allow us to see more of it? Or am I missing something?

#24 Warskull

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Posted 01 June 2012 - 10:17 AM

90 in most regular FPS, 105 in Tribes Ascend.


View Postchaz706, on 01 June 2012 - 05:26 AM, said:

Aren't we going to be in cockpits? Wouldn't widening our FOV simply allow us to see more of it? Or am I missing something?


Even if all you see is more cockpit, being able to alter FoV is still kind of important. Too low an FoV feels zoomed in and the movement feels disconnected. You run into things. Consoles love to use low FoVs because it makes the game feel like it moves faster and they have to render less (it is also why consoles love huge weapons or character models obscuring the screen.)

FoV is usually a trade off between viewable area and distortion.

#25 Thomas Hogarth

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Posted 01 June 2012 - 10:56 AM

View PostAncalagon, on 01 June 2012 - 01:48 AM, said:

A fixed limit of 85 - 90 sounds good. We don't want to be stuck with tunnel vision, but we don't want some people setting it to 180 and gaining eyes on the back of their heads/mechs.


Keep in mind that the view we see is inside the cockpit. Extending your FOV too wide will just reveal... more cockpit. No advantage to be gained there.

#26 CyBerkut

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Posted 01 June 2012 - 11:21 AM

View PostAncalagon, on 01 June 2012 - 01:48 AM, said:

A fixed limit of 85 - 90 sounds good. We don't want to be stuck with tunnel vision, but we don't want some people setting it to 180 and gaining eyes on the back of their heads/mechs.


Properly implemented, a wider FOV setting capability would not do that. Your view outside would still be limited to what can be seen out of the cockpit's windows from the pilot's position in the cockpit. The rest of your view would be filled with the cockpit's interior that falls within the specified FOV.

Triple screen gamers typically have the two outside monitors angled such that each one is roughly perpendicular to the pilot's line of gaze when they look directly at it. The end result is that the monitors wrap around the pilot, (or actually approach that would be more correct.) The typical setup probably doesn't cover 180 degrees of the gamer's/pilot's view, but rather something more like 120 to 150 degrees, depending on monitor sizes and how far back they sit from them. Whatever that is for an individual, they should be able to adjust their game settings FOV to get a presentation that 'looks correct'. That is not going to grant them magical X-ray vision.

#27 Steel Talon

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Posted 01 June 2012 - 11:30 AM

Qite off suggestion:
What about some modules that enable u to look back, some camera
We are in 31st century, cameras exist for more than thousand years

#28 frag85

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Posted 20 June 2012 - 07:02 AM

I find it ironic that most games that lock the FOV for online play make triple head layers play on a near fish-eye perspective giving them a ridiculously wide left to right FOV, approaching 150-170*, or a super zoomed in perspective making pixle hunting easy, or long engagements much easier because they are zoomed in. There have been very few games outisde of simulators that allow a very custom(unlimited adjustment) FOV. Its different for every game. Most FPS's I aim for around 45-55* or so. For a racing sim I go for around 30*. Anything over 70 starts getting stretched to a fisheye.

HOR+ games like Source, Crysis Wars (MWLL mod), BF2,BC2, BF3, RO2HOS just to name a few.
The flip side is that some games are Vert- like GlobalAgenda, UT3 (IIRC, i know a mod did this) make you play so zoomed in and cutting off critical parts of the HUD/menus that it breaks the game.

On one screen, I always hoot for around 90*.

Edited by frag85, 20 June 2012 - 09:54 AM.


#29 Mordynak

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Posted 07 December 2012 - 11:35 AM

Old topic i know, but you are able to change your fov as much as you like

#30 Geadron Kane

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Posted 26 February 2013 - 10:29 PM

View PostAncalagon, on 01 June 2012 - 01:48 AM, said:

A fixed limit of 85 - 90 sounds good. We don't want to be stuck with tunnel vision, but we don't want some people setting it to 180 and gaining eyes on the back of their heads/mechs.

Isn't the cockpit on most mechs going to prevent this anyways?





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