It’s a real shame that so many developers nowadays don’t seem to understand the important of a reasonably adjustable FOV. It’s such a simple thing that can make or break a game entirely. A game could be the greatest game ever made, but having a too-narrow FOV makes it physically painful to play and thus entirely inaccessible to a large chunk of the target audience.
At least the default values for consoles and PCs will differ. Presence of a slider to change the FOV setting is yet to be decided.
Thanks for the info.
This is a hugely important aspect for me and I very much hope that you will include a slider as a low FoV is a real killer IMO. Walking around feeling like I’ve got blinkers on or am looking down a tube is just awful. Of course others find 90 too restrictive and go with 100+, whereas for some 90 is ‘fisheyed’…
Also with people playing on many different setups (16:10, 16:9 and massively varying screen sizes and distances from the screen) I think it’s really important to give people the option to set it to their liking if at all possible. It’s a hot topic and everyone’s got their own idea about what’s right.
Obviously a slider is harder to implement, but provided the widest FoV is always checked for clipping with the arms/weapons/(helmet?) hopefully it shouldn’t be too bad… And of course that it’s implemented before the meshes of said assests are ‘cut off,’ thinking that they’ll never be in view.
If you don’t have a slider I’ll take 90 degrees on the PC, thanks :P.
I was so glad when i read that
Yah, slider would be cool. I’m actually one of the crowd who likes to play with slight fisheye effect, so any game which allows me to do that gets a massive +1. At any rate, just keep the Crysis engine dev console enabled is pretty much all I’m asking.
people with huge monitors might prefer high fov, but for normal monitors, 75-80 fov is the sweet spot.
I do over 100 on 5:4
monitor
Nope, dev console isn’t enough IMO. Adjusting stuff like this via console is likely to cause other visual bugs (clipping meshes/awkward camera cinematic transitions/re-setting after playing certain anims/cutscenes etc.
I disagree and this is exactly why we need the slider . I used to have a 19 inch 4:3 monitor a long time ago which I upgraded to a 21 inch screen, also 4:3. For the last 6 years or so I’ve been running a 30 inch 16:10 display. At some point in the future I’d like to get a 55-65 inch 4K TV/monitor (to use as a monitor at my desk, not at TV distance).
I’ve always found anything less than 90 FOV to be tunnel vision regardless. I can bear 85, below 80 is nasty for me.
I’m not saying you’re wrong, but your ‘sweet-spot’ is def not the same as mine - Just the point I was making ;).
Oh don’t get me wrong, it’s not enough, it’s just enough for me specifically. FOV sliders are always welcome, just as colorblind options, headbob tweaking etc. It’s the kind of stuff which isn’t all that difficult to implement, yet helps a good amount of people to enjoy the game.
Is the exact FOV decided? If it’s 90 then I think that gets rid of headaches and motion sickness for the majority, but a great deal do prefer closer to 100.