FoV settings
Koruyo
AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
<div class="IPBDescription">can i have some without cheats?</div>While im pretty sure we'll get some sliders in the options-menu some time in the future, it would be very nice if we could get some console commands that work without cheats or dev mode for now - if its not too hard to do at least...
(i would be happy with a single global setting alone, dont even need different values for each lifeform/marines)
(i would be happy with a single global setting alone, dont even need different values for each lifeform/marines)
Comments
<a href="http://www.youtube.com/watch?v=S1XsPYPGcl0" target="_blank">http://www.youtube.com/watch?v=S1XsPYPGcl0</a>
They didn't touch on multiple screen setup, but the idea behind them work regardless of how many screens you have.
Sooner or later the FOV setting will be introduced and eyefinity will finally make it's entrance to the NS2 scene.
Default = 90
Skulk = 110
Gorge = 95
Lerk = 100
Fade = 90
Onos = 95
Marine = 95
The way the FoV works in games like Gears of War, Unreal Tournament 3, Halo, Battlefield 2 & 2142, Ghost Recon, Natural Selection 2, etc. is by using the horizontal FoV. This causes a lot of awkward problems. Basically, no matter what aspect-ratio you use, whether it's 4:3 or 16:3, you will always be viewing the exact same image width-wise. So for 4:3 you will see extra on the top and bottom of the screen, while 16:3 users will have an extremely cropped view. When using a vertical FoV and having the horizontal FoV calculated automatically, it will cause everyone to have the same vertical viewing area, and then it will expand or shrink horizontally based on how wide or narrow your aspect-ratio is.
Or even in some games that try to be competetive.
Red Orchestra 2 has a max fov limit of 75 which is outrageously low.