Field of view customization?

What will be the original FOV?
Humans have an almost 180-degree forward-facing horizontal field of view.
I know, that is of course too much, but I definetly do not want to see a FOV of 60 degrees.
I think the best option would be to have control panel in settings.

What would you like?

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Yeah, Thats a great idea if Warhorse allowed you to change your FOV and also if they add a lot of options in options menu, because everybody likes something else.

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As far as I know they are trying to do most realistic experience, That also why they have 1st person view. So I believe that you should probably see what you see in real world. Also settings for FOV is not exactly good idea. As you cannot change your FOV in real life then you should not be able to here.
But thats just my opinion.

You have no idea what fov means, do you. Because if you did then you couldn’t utter these three sentences together in one post.

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Yeah, I totally agree with this.

I always use 90 myself, but obviously everyone has their own preference (plus it depends on your monitor setup). What I’d really hate to see is a locked console style low FoV such as 60 - hardly any peripheral vision, feels like I’m looking through a tube.

I would be surprised if we don’t get to customise this, especially given Warhorse’s decision to go 100% first person (a decision which I personally really like).

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There must be some misunderstanding here.
I don’t realy see whats wrong with my post. So please enlighten me.

@ProkyBrambora Uh, no. I’m willing to be that NONE OF US have a monitor able to display the full human field of view. There’s a reason a lot of games use things like helper icons, and one of the main arguments in favor of 3rd Person: NO ONE has a display (omitting exotic setups) that can replicate the full range and capabilities of human vision.

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The engine supports changing the FOV using consolecommands, so unless they block that, you can change it manually.

Yes, but unless the game’s designed for higher FoVs you might encounter issues such as the first person mesh clipping through the camera.

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Good point. And true one.

The game comes first for PC so it would be logical to give an option to adjust FOV. A default value of 90 or something in the high 80’s should be enough.

You obviously never played a 1st-person game on PC. It’s necessary because everybody has another configuration.
People playing on 19" or 24" monitors or even in their living room via the big screen. Maybe it’s not a problem to have lower FOV with a smaller monitor but I for one are using a 30" monitor. And sitting in front of such thing and playing games with low FOV enabled is absolutely no fun. It’s disgusting. I’m not getting nauseous or motion sick. But it’s just really uncomfortable.
In real life try to run around with fully zoomed in binoculars all the time. See for yourself how much fun that is. That’s what low FOV basically is. Zoomed in.

Being able to adjust FOV is an essential feature in PC gaming!
And mainly it’s not just for the aesthetics.

Here’s more info about FOV:

I prefer clipping to an unplayable game any day of the week.

I really hope PC is the lead platform for them, as I read somewhere, because if they develop the game with an reasonable FOV (90) in mind there shouldn’t be a problem when people later fiddle around with the value via slider in the options (maybe up to 110 for multi-monitor rigs).

I think, clipping is most of the time a result of games being tailored for low console FOV (around 60) and then being ported to PC without necessary adjusments for this platform. People (players) are then forced to use 3rd party hacks or ini tweaks to be able to play the game at all while just ignoring the resulting clipping issues.

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FOV is really important and I am sure war horse is a ware of this :smiley:

Sorry I have already realised my mistake. No need to be agressive.

Then you are misinterpreting something.
I wasn’t aggressive.
And nowhere in your posts I could identify that you’ve realised your mistake.
So I had to assume you needed some insight into this matter.
That’s why I explained everything.

Sorry then. But if you have read my response to Ambaryern’s reposnse to my post (heh :slight_smile: ) then I have clearly said that he has made a truthful point… undirectly reckognizing that what I said is pile of stinking s**t.

But I guess I deserved it. So lets forget all of this and go back to constructive thinking.

In addition to clipping (camera near clip plane) the physical model of the meshes (say arms for e.g.) are often not extended beyond the window of the set FoV, as obviously to do so is wasteful as said elements are never seen. But clearly this then causes issues when we want to open up the FoV beyond the default. Sometimes the first person meshes are rendered with a different FoV to the word, but I doubt this will be the case with KDC.

I really hate low FoVs such as 60 and always adjust games up to 90 whenever I can (I’m also running a 30 inch screen, but a low FoV is equally bad on smaller screens too in my experience). What I was saying is that a slider is IMO essential as it means that everyone can set up FoV to their liking and we can all be happy (meshes and clip plans will be checked by the developer so we won’t run into any glitches). I would be really disappointed if we have to make adjustments via console or .ini file.

I also hope they’re leading on PC, though I think on the Kickstarter comments they said all platforms were equal. An FoV of 60 does seem to be more of a console thing - I only play on PC myself and always with mouse and keyboard. I hate playing console games with a controller and reduced FoV - Walk into a room with your limited ‘looking through binoculars’ FoV and then slowly pan around the room with a clumsy thumb-stick, whereas on PC I have good peripheral vision and can look around quickly and naturally . I don’t mean to ‘console bash,’ but that’s just my view on low FoV and controllers used for first person games. I also know some gamers (console) who feel that 90 FoV is distorted and fish-eyed (they’re clearly in the wrong though :P).

I always try to use a 100-110 FOV if possible.

The standard console command for it works in the current alphabuild. It is set at 60 as standard.

Open console and type: CL_FOV 90

Default is 60

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That’s a sad thing to hear. So they’re sticking to the shitty console standarts.