Can we get numbers on the FOV slider?
cipher86
Join Date: 2012-07-21 Member: 154265Members
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?
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
<!--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-->
<!--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.
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.
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°.
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.