Can we get numbers on the FOV slider?

cipher86cipher86 Join Date: 2012-07-21 Member: 154265Members
edited December 2012 in Ideas and Suggestions
It's perfect when it's at 90 but right now it's hard for me to tell where exactly that is, around the middle feels best but if I could see a number it'd be a lot better.

Aside from that game doesn't feel properly optimized but it does feel smoother than it did at launch, I'm guessing that'll just iron out as time goes on?

Comments

  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    All Fov's are over 90, changes depending on lifeform:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->kDefaultFov = 90
    kEmbryoFov = 100
    kSkulkFov = 105
    kGorgeFov = 95
    kLerkFov = 100
    kFadeFov = 90
    kOnosFov = 90
    kExoFov = 95<!--c2--></div><!--ec2-->
  • cipher86cipher86 Join Date: 2012-07-21 Member: 154265Members
    Weird, I usually get nausea in FPS when the FoV is under 90, and I was feeling that until I put the slider in the middle... what bonus does that give to the FoV?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Its not a multiplier. Its passed to CameraHolderMixin.lua, which says:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    fov             = "integer (0 to 180)", // In degrees.<!--c2--></div><!--ec2-->

    Must be something else thats making you feel nauseated. Or maybe the changing FoV as you swap between lifeforms, I have no idea.


    There may be a console command to change it, but I'm not aware of it.
  • fivesevenfiveseven Join Date: 2012-11-26 Member: 173272Members
    Actual FOV is based not only on 'fov' setting but also on near and far clipping planes, which create a 'view frustum'. eg <a href="http://msdn.microsoft.com/en-us/library/ff634570(v=xnagamestudio.40).aspx" target="_blank">http://msdn.microsoft.com/en-us/library/ff...studio.40).aspx</a>

    If the near clipping plane is further away, it will effectively create a higher FOV. I wonder if the skulk model's camera is at his origin, and it has a further near clipping plane than say a marine? This is only speculation, i haven't looked at the models :)

    FOV calculation can be based on different algorithm, horizontal vs vertical, this will create discrepancy between games.

    Also, motion blur? Nauseates me a little.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    The adjustment slider adds up to 20° on top of the base FoV values TimMc already posted.

    The resulting value is then converted into a vertical FoV based on a 4:3 aspect ratio and back into a corresponding horizontal FoV value based on the actual aspect ratio of your resolution. This means that 16:9 and 16:10 users will get even higher FoVs while 5:4 users will get a bit less.

    For example, the default FoV (90°) will be anywhere between 106° and 125° on a 16:9 monitor based on the FoV slider, while the skulk's FoV will range from 120° to 137°.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2044544:date=Dec 12 2012, 01:52 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Dec 12 2012, 01:52 PM) <a href="index.php?act=findpost&pid=2044544"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The adjustment slider adds up to 20° on top of the base FoV values TimMc already posted.

    The resulting value is then converted into a vertical FoV based on a 4:3 aspect ratio and back into a corresponding horizontal FoV value based on the actual aspect ratio of your resolution. This means that 16:9 and 16:10 users will get even higher FoVs while 5:4 users will get a bit less.

    For example, the default FoV (90°) will be anywhere between 106° and 125° on a 16:9 monitor based on the FoV slider, while the skulk's FoV will range from 120° to 137°.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah thanks for the info. I had no knowledge of how FoV really worked besides remembering the variables being on file.
  • KazterKazter Join Date: 2003-08-12 Member: 19481Members, Constellation
    Honestly, crank that crap up as high as it goes, the higher the FOV the more peripheral vision you have in game.
  • blzdblzd Join Date: 2012-04-01 Member: 149806Members
    That will also lower your FPS which is huge in this game, as well as give you a very noticeable fish eye lens effect, which is already noticeable (especially aliens) at default FOV settings. I would guess they did this to give the aliens a different feel for their vision, which is fine but once cranked even more it can be quite disorientating.
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