Product Chat / What is your prefered FOV setting?

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Errant AI
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Posted: 9th Oct 2014 19:24
Heyas,

I'm doing some weapon testing and calibration today...

I'm hoping that anyone reading this will post their prefered camera FOV settings. Both for developing and for playing FPS games in general (if there is a difference).

This is to help me calibrate ideal animation and screen positioning defaults for POV assets in FPSCR.

If someone could also post what the default setting is, that would be appreciated since I can't remember what it was.

Thanks!

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almightyhood
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Posted: 9th Oct 2014 19:44
[img][/img]

these should be default for fov and camera m8 as I never play with those settings, hope it helps but I stick to default lol

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TattieBoJangle
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Posted: 9th Oct 2014 20:18
48 for me m8





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The Next
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Posted: 9th Oct 2014 20:39
I don't play on any less than 70.

With the exception of Call of Duty hardly any FPS games use an FOV of 47 which is the current default in FPSCR.

An FOV of 40-60 is just too low you can't see a thing, you are missing half the scene and on a larger screen up close it makes my eyes go funky.

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TattieBoJangle
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Posted: 9th Oct 2014 20:49
Agreed next on any other game i use 75 but try and use that with reloaded the arms look like mr stretchy





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Errant AI
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Posted: 9th Oct 2014 21:04 Edited at: 9th Oct 2014 21:06
Thanks for the feedback so far! Keep it coming, please!



Quote: "on any other game i use 75 but try and use that with reloaded the arms look like mr stretchy"




I feel as though there are things that I can do to produce weapons which are decently positioned at higher FOVs to keep the arms from looking too unnatural. The flipside is that such tailoring may have undesirable consequences when used at lower FOVs. Essentially, I'm looking to establish a "safe range" for myself to work within (threshold before things look too stretched out or the clipping plane becomes apparent).



I'm also going to assume that developers will be able to preset a default FOV for their players and that your personal preferences will carry over to the games you build.

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The Next
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Posted: 9th Oct 2014 21:22 Edited at: 9th Oct 2014 21:22
Quote: "Agreed next on any other game i use 75 but try and use that with reloaded the arms look like mr stretchy"




The only reason the models do that is they where made for the engine that uses a stupidly small FOV, if a new standard was made for 70 which is a nice middle ground for everyone, then the models would not have that issue if used at 40 or 90, or that is the hope.



I know some people that play FPS games which will refuse to play unless they can run the game at 90 FOV, I know the engine can do 90 but not without breaking all the viewport models.



@Errant AI



I was hoping you would come in an make the models work for a decent FOV range, 47 is madness

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TattieBoJangle
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Posted: 9th Oct 2014 21:29
If you could talk nice to Lee perhaps we would see such a change and anyone who would like for this to be changed should ask for it





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Errant AI
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Posted: 9th Oct 2014 23:11
Quote: " if a new standard was made for 70 which is a nice middle ground for everyone, then the models would not have that issue if used at 40 or 90, or that is the hope."


That sounds reasonable to me. I'll do some tests this weekend to see how workable the 70 tune point is with a 40-90 variance range is. From an asset standpoint, I believe it's just a matter of...

1. Anchoring the animation a significant distance ahead of the origin point (to avoid clipping plane issues)
2. Adjusting the gunspec's forward=x position to a negative value to compensate for overtravel.
3.The trickiest part is when aiming down the sights because you don't wan't the weapon to get really tiny. Especially so if it's a magnified optic which uses a 3D scope (A method I greatly prefer to the 2D overlay garbage). To some degree, this can be adjusted in gunspec via simplezoommod=x but there is a limit to it depending on the magnification strength of simplezoom=x. In itself that is a bit of a new problem because now the weapon rendering is affected by simplezoom FOV changes whereas before it was independent.

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Teabone
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Posted: 10th Oct 2014 01:43
In general for FPS gaming i would use something like 75. That's the default in Fallout. However it does indeed look strange in Reloaded. With the length of the arms of the player when holding weapons.

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almightyhood
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Posted: 10th Oct 2014 01:48
I have now messed about with reloaded fov lol, 1st time ever and I think 60 was ok for me.

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unfamillia
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Posted: 10th Oct 2014 09:25
I used 71 for my Asylum level. I played around with other settings, but, I found that to be the best for what I needed.

Are you asking this to see how much of your model will be seen if the FOV is changed?

Cheers

Jay.





Errant AI
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Posted: 10th Oct 2014 09:52 Edited at: 10th Oct 2014 10:38
Quote: "Are you asking this to see how much of your model will be seen if the FOV is changed? "


Pretty much. Basically "safe-framing" as well as ensuring that people can achieve their desired FOV settings without things looking all stretched out or lopped off by the clipping plane (most of my legacy models have that specific issue in Reloaded and are unusable past around 54 degrees).



Thanks everyone for the feedback so far. So far, It's looking like 70-75 is where people would like to be. Personally, I am also preferring things in that range when playing (I like low FOV when checking objects and making screenshots but it's pretty much unplayable at 30 or below to try to maneuver around). If it's higher (like 80+) it starts getting to fisheyed for me. I've also noticed at 90 and above object culling starts freaking out at the peripheral.



One thing that might be worth considering and that I've just now thought of is how aspect ratio and FOV go together.

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bond1
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Posted: 10th Oct 2014 11:31 Edited at: 10th Oct 2014 11:46
You might want to check with Lee on the specifics of the FOV setting and exactly what it represents. From a while back on his blog, I remember him making significant changes to how FOV was calculated - turns out he was incorrectly calculating horizontal FOV with vertical FOV math or something like that.



I'd ask him what the FOV slider represents - vertical or horizontal FOV.



The default Reloaded weapons were animated using a 75 degree HORZONTAL fov in max at a 16:10 aspect ratio (which corresponds to a 56 degree vertical FOV). That is also my preferred fov for playing FPS games as well, although the trend nowadays it seems is using 45-50, too tight for my tastes.

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Errant AI
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Posted: 10th Oct 2014 12:22
@bond1
Thanks for the heads-up! I'll check with him before I get too deep into it. And I've got to say that your technical knowledge always impresses me!

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Uman
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Posted: 10th Oct 2014 23:45
68 is my setting
smallg
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Posted: 11th Oct 2014 22:33
was actually quite surprised to see the default being so low... been so long since i changed it i forgot how bad it was... i also use about 70.

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