FOV

RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
Anyone know how to manually change FOV? It's feeling a bit cramped, I want to jack it up to about 120 on all lifeforms and rines. There's no in-game option to do this, so what do I do?

Comments

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    no idea if you actually can. increasing the FOV can be considered as a soft way of cheating. e.g. if you put it on 360 you literally have eyes in your back! of course this would be unplayable, but i think you get the idea.

    for reference (b206):
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->DefaultFov                             :                90
    EmbryoFov                              :               100
    SkulkFov                               :               105
    GorgeFov                               :                95
    LerkFov                                :               100
    FadeFov                                :                90
    OnosFov                                :                90<!--c2--></div><!--ec2-->
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    i thought they locked it a few patches ago
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=1930906:date=Apr 27 2012, 05:19 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Apr 27 2012, 05:19 PM) <a href="index.php?act=findpost&pid=1930906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i thought they locked it a few patches ago<!--QuoteEnd--></div><!--QuoteEEnd-->
    Probably, despite there being no real reason you should impose locks on FOV in any game.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited April 2012
    I think you can edit the Client.lua file to manually change your FOV, at least you could before.

    Edit this line and change the 2.0 to something else is the easiest way:

    horizontalFov = 2.0 * math.atan(math.tan(verticalFov * 0.5) * actualAspect)

    Example:
    <img src="http://i.imgur.com/uBfJp.jpg" border="0" class="linked-image" />

    You might need to edit the viewmodel fov separately.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    <!--quoteo(post=1930898:date=Apr 27 2012, 07:01 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Apr 27 2012, 07:01 PM) <a href="index.php?act=findpost&pid=1930898"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no idea if you actually can. increasing the FOV can be considered as a soft way of cheating. e.g. if you put it on 360 you literally have eyes in your back! of course this would be unplayable, but i think you get the idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It is impossible to have 360 degree fields of view without some really ###### up projections, such as cubic, hammer, mercator, etc. It's nearly unplayable.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1930910:date=Apr 27 2012, 09:22 PM:name=Champlo0)--><div class='quotetop'>QUOTE (Champlo0 @ Apr 27 2012, 09:22 PM) <a href="index.php?act=findpost&pid=1930910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Probably, despite there being no real reason you should impose locks on FOV in any game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In a game where one team relies in large part on melee and juking there certainly is.
  • -[420]-Hoegaarden-[420]-Hoegaarden Join Date: 2012-04-25 Member: 151048Members
    <!--quoteo(post=1930988:date=Apr 28 2012, 01:36 AM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Apr 28 2012, 01:36 AM) <a href="index.php?act=findpost&pid=1930988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In a game where one team relies in large part on melee and juking there certainly is.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No locking fov is the dumbest thing UWE could ever do the default fov is annoying as hell.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    A fov slider in the new menu would be very much appreciated.
    I play on a 5:4 screen and do not plan to buy a new one, but I absolutely need more than 90 degrees FoV to play a shooter like this properly. I've been hacking myself to the FoV of widescreen players via Client.lua for a long time now.
  • Salraine_ChiSalraine_Chi Join Date: 2011-07-03 Member: 107669Members, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1930835:date=Apr 27 2012, 10:40 PM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Apr 27 2012, 10:40 PM) <a href="index.php?act=findpost&pid=1930835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone know how to manually change FOV? It's feeling a bit cramped, I want to jack it up to about 120 on all lifeforms and rines. There's no in-game option to do this, so what do I do?<!--QuoteEnd--></div><!--QuoteEEnd-->

    What Wilson quoted still works fine. Just experiment with lower or higher values on the 2.0 part of the '
    horizontalFov = 2.0 * math.atan(math.tan(verticalFov * 0.5) * actualAspect)' line and see what suits you. I change mine from 2.0 to 1.8 and it looks better to my eyes. I usually go for a FOV of between 75 - 85 in most games as anything higher gives me a splitting headache.

    That line is in the: Steam/common/natural selection 2/NS2/LUA folder and its just called 'client'. Open that and look for the line above.

    Give it a go.

    Sal
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1930993:date=Apr 28 2012, 08:53 AM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Apr 28 2012, 08:53 AM) <a href="index.php?act=findpost&pid=1930993"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A fov slider in the new menu would be very much appreciated.
    I play on a 5:4 screen and do not plan to buy a new one, but I absolutely need more than 90 degrees FoV to play a shooter like this properly. I've been hacking myself to the FoV of widescreen players via Client.lua for a long time now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Didn't they change it so that it was 105 or so for 5:4 resolutions by default?
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1931035:date=Apr 28 2012, 01:01 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Apr 28 2012, 01:01 PM) <a href="index.php?act=findpost&pid=1931035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Didn't they change it so that it was 105 or so for 5:4 resolutions by default?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The standard aspect is 4:3. All values are based on that aspect ratio. E.g. as a marine I have a bit less than 90 degrees FoV. I'm actually used to 115+ in very fast games, so it's quite a change.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited April 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It is impossible to have 360 degree fields of view without some really ###### up projections, such as cubic, hammer, mercator, etc. It's nearly unplayable.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yes, thats why i wrote:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->of course this would be unplayable, but i think you get the idea.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i actually tried 360 in UT2k4 and it was kinda hillarious. most servers forced the fov to be at most 120 which i got used to play with. it seemed like a huge advantage in close combat and i had no trouble at range either, so i wonder if UWE will consider it legit to change this to any desired values...


    <b>could any playtester or someone from UWE tell us wether the FOV is going to be locked at some point?</b> it might be bad to get used to a higher value now, only to find out later that you have to go back to something like 90 because your custom values are not allowed anymore...
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    If you can actually play with 360 FOV power to you because it creates an extremely skewed view unless you do some special view modification. Someone should put an FOV slider on a mod, maybe menu mod.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    I want 120-130 FOV, just like the old quake days.
  • musicpetemusicpete Join Date: 2002-05-23 Member: 660Members, Constellation
    Thank you for the tip!

    I experimented with a "horizontalfov" value between 2.13 and 2.25 and the game FINALLY does not look anymore like viewing it through a pair of binoculars. I was getting so sick of having zero peripheral vision! 24'' widescreen 16:10 screen over here, running at 1900:1200, and finally havong a more decent FOV.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited April 2012
    <!--quoteo(post=1930991:date=Apr 28 2012, 03:46 AM:name=-[420]-Hoegaarden)--><div class='quotetop'>QUOTE (-[420]-Hoegaarden @ Apr 28 2012, 03:46 AM) <a href="index.php?act=findpost&pid=1930991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    No locking fov is the dumbest thing UWE could ever do the default fov is annoying as hell.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You deny that having a larger FoV is a massive advantage? The default might be larger but it should not be made something you can change in the lua code, not everyone will know about this (most people wont) and there is no way to justify those who do having an advantage over the rest.

    Oh wait what am I doing?!?!?
    You're wrong, unlocking the FoV was the dumbest thing UWE could ever do!

    Much better
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    Just set my client.lua to 2.2*...

    Looks nicer to me (sorta similar feel to 130 fov in quake) so I'll be sticking with that until idiots crying gets it locked. Also, my crosshair stopped drawing when I did this..
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1931344:date=Apr 29 2012, 01:26 AM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Apr 29 2012, 01:26 AM) <a href="index.php?act=findpost&pid=1931344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You deny that having a larger FoV is a massive advantage? The default might be larger but it should not be made something you can change in the lua code, not everyone will know about this (most people wont) and there is no way to justify those who do having an advantage over the rest.

    Oh wait what am I doing?!?!?
    You're wrong, unlocking the FoV was the dumbest thing UWE could ever do!

    Much better<!--QuoteEnd--></div><!--QuoteEEnd-->
    The FoV is theoretically locked right now, as there is no way to change it without changing your lua files. In the future, lua files won't be possible to change anymore as they will get checked by the server on connect. The reason for this is quite obvious: You can massively cheat if you can edit lua files, even if it is only the client side files. If you think of FoV as "unlocked", think about people making all walls have a uniform color without textures, all lights super-bright, skulks a lot bigger, etc. It may even be possible to write an aimbot in lua and you're concerned about changing FoV?

    We are talking about giving everyone the option to change their FoV to their liking <b>right in the main menu options screen</b>, within reasonable limits.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    marines need 90fov
    aliens maybe 100-110

    or gtfo

    this is one of the fundamentals of FPS games on the PC - get this wrong and no point getting anything else right.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited April 2012
    <!--quoteo(post=1931110:date=Apr 28 2012, 03:29 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Apr 28 2012, 03:29 PM) <a href="index.php?act=findpost&pid=1931110"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The standard aspect is 4:3. All values are based on that aspect ratio. E.g. as a marine I have a bit less than 90 degrees FoV. I'm actually used to 115+ in very fast games, so it's quite a change.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think that's correct. AFAIK, 4:3 gives you 90 and then widescreen resolutions give you more than that (not less). So on 16:10 you get around 105 for a marine by default.

    Oh right, I guess 5:4 is not widescreen but actually taller?
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1931472:date=Apr 29 2012, 02:46 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Apr 29 2012, 02:46 PM) <a href="index.php?act=findpost&pid=1931472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh right, I guess 5:4 is not widescreen but actually taller?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Obviously. It's almost square, not exactly <i>wide</i>screen.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    AFAIK, your client FOV settings are overridden by the server FOV settings (so its effectively locked at the moment).

    Also, I'll repost this video which I think is a good reason for allowing adjustable FOV within a reasonable range of settings:
    <a href="http://youtu.be/blZUao2jTGA" target="_blank">http://youtu.be/blZUao2jTGA</a>
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    An entity's FoV-variable is synchronized (and therefor locked) with the server, the client's render-camera however you can muck about with as much you like (including altering the FoV at that stage). Though even locked networked-variables can be manipulated and worked around on the client-side if you felt really inclined, suffice it to say it's a free-for-all at the moment with NS2.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    Limits between 80-135 are reasonable IMO. Though, some people would probably use higher, I don't find it practical above 135. I just don't see a viable reason to constrain artificial limits to the player; everyone should be able to change their FOV so why should it even be a big deal if everyone has it?
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Oh and +1 for being able to change the FoV to significantly higher levels.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    Does fov affect sensitivity?
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=1931571:date=Apr 29 2012, 10:49 AM:name=Tweadle)--><div class='quotetop'>QUOTE (Tweadle @ Apr 29 2012, 10:49 AM) <a href="index.php?act=findpost&pid=1931571"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does fov affect sensitivity?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Somewhat if you do a drastic change
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you can actually play with 360 FOV power to you because it creates an extremely skewed view unless you do some special view modification.<!--QuoteEnd--></div><!--QuoteEEnd-->
    no, i tried it just for fun. the disadvantages were overwhelming... but i remember people using scripts to change their fov whenever they pulled out a sniper weapon.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Also, I'll repost this video which I think is a good reason for allowing adjustable FOV within a reasonable range of settings<!--QuoteEnd--></div><!--QuoteEEnd-->
    very interesting vid you posted there. thats indeed another reason to allow adjustable FOV (with some limits though). i now remember some people posting about motion sickness, this is probably the reason then...


    but my question remains: does it make sense to change the FOV now? it takes some time to adapt to a bigger change (i like high FOVs) and i don't want to go through this twice... it is extremely frustrating to be forced to a lower value after you played on a much higher one as everything feels so slow-paced then. not to mention it totally screws up the aiming for quite a while.
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