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Disappointed with the FOV slider

timedilation
timedilation
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Hi,
Thanks for implementing the FOV slider. Unfortunately it fell very short of my expectations.

This is ESO set to the maximum FOV of 130 degrees:
a3EMdbJ.jpg

This is Chivalry medieval warfare set to an FOV of only 100 degrees:
2BxDWg1.jpg

See the difference? ESO at the maximum FOV setting looks VERY narrow and constricted, while Chilvalry at the lower FOV looks very free and wide. A major problem is probably the fact that ESO does not zoom out your hands. So it still ends up feeling way too constricted, as it did before.

At this point, playing in FPV is still not a viable option in my opinion.

Would love to see dev comments on this-- and maybe even a potential fix to zooming out the hands properly? Thanks.
  • Elf_Boy
    Elf_Boy
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    I guess we shall agree to not agree as I find the new FOV wonderful and awesome. Perhaps it was made for peoples with NV or AMD GPU's capable of doing 3+ monitors. I can assure you on my NV surround it is awesome maxed out at 130.

    I suspect what you really want are custom aspect ratios, you know 16:9, 16:10, 4:3, etc. That would change the "constricted" look for you.
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  • c0rp
    c0rp
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    The new FOV is good for me. Ive been doing most my running around town and landscapes in 1st person, which I could never do before. Its a huge difference to me.

    I do still goto 3rd person for MOST combat though.
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  • isengrimb16_ESO
    isengrimb16_ESO
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    I've been finding it a nice improvement, and I play exclusively in first person. I get a wider FOV here than I do IRL with my one semi-working eye.
    Edited by isengrimb16_ESO on June 26, 2014 12:17PM
  • mndfreeze
    mndfreeze
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    I also approve of it, though I do wish it maybe went to 140 or 150. I have it maxed at 130 and it feels just a tiny itty bit hair short of where I'd be 110% happy. So I'm fine with just being 105% happy and be at 130. :D
  • Riptide
    Riptide
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    Seems to me that the simplest solution would be to make the FOV slider top out at the same aspect ratio as 3rd person does at max zoom out does. Job done.
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  • danno8
    danno8
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    It is an improvement, but I agree with the OP that different games seem to have different ideas as to what a 130 degree FoV is. In some game 130 degrees will show you a dizzying amount of game, where the edges are totally distorted.
  • SwampRaider
    SwampRaider
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    I shouldn't have to have 3 monitors to get a comparable FOV slider experience.
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  • eaton68_ESO
    eaton68_ESO
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    I liked it, thought they did a pretty good job with it.
  • danno8
    danno8
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    Riptide wrote: »
    Seems to me that the simplest solution would be to make the FOV slider top out at the same aspect ratio as 3rd person does at max zoom out does. Job done.

    lol, and how would that work in first person perspective? 50 foot long arms?

    What happens when you tilt the camera upwards? Does your character start floating in the air to follow the position of the camera?

    For every degree increase in FoV it makes your characters arms more visible, and if you go too far you either have the camera pop out the back of your characters head or you have to make your characters arms longer and longer for it to make sense. Which you can only do for so long, obviously before it gets ridiculous.

    The thing with FoV is we are trying to squish 180 degrees that we get in real life, into a monitor that only fills around 50 degrees of our visual field. This leads to weird things like distortion on the sides of the FoV, unless you have some kind of wrap around multi monitor system like eyefinity or the nvidia version.
  • Riptide
    Riptide
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    You could widen the FOV without distorting the player and weapon models.

    -- edit - trying to be polite. Trying.
    Edited by Riptide on June 26, 2014 1:41PM
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  • danno8
    danno8
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    Riptide wrote: »
    You could widen the FOV without distorting the player and weapon models.

    -- edit - trying to be polite. Trying.

    Here are some screenshots:

    3rd person view max zoom out:

    [img][/img]Screenshot_20140626_093206.png

    and 1st person on the same exact spot:

    [img][/img]Screenshot_20140626_093431.png


    I lined up the tower and rock on the left so they are in the exact same spot in both shots.

    As you can see simply making 1st person the same FoV as the max zoomed out 3rd person does nothing. In fact the FoV is currently better for 1st person because the new FoV slider forces more of peripheral environment on screen (you can see the wayshrine on the right in the 1st person screenshot).

    Of course this causes a little more bit distortion at the edge of the screen (stretching of objects) which is hard to see without a moving screen, but it is tolerable at the 130 FoV setting.

    Zooming out and FoV are 2 different things.

    Eidt: That said, yes they could still push the camera back more so the weapons and arms don't take up so much screen real estate.

    Edited by danno8 on June 26, 2014 3:23PM
  • timedilation
    timedilation
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    As I said,
    My problem is not with the actual angle of vision. It's with the hands. The FOV slider BARELY affects the view of your hands/weapon- try it!
    The weapon remains totally in your face, which overshadows the benefit gained from a wider viewing angle of the environment.
    So again, a fix for the hands viewing angle would be much appreciated.

    Edit: you can easily see the difference if you tried the unofficial FOV loader (before this ESO version), which actually got the hands view right.
    Edited by timedilation on June 26, 2014 8:41PM
  • Azzuria
    Azzuria
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    Personally, I'm loving the new FOV slider

    Usually I run 3rd person but now, with the FOV all the way out, it makes 1st person so much more inviting.
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  • Bhakura
    Bhakura
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    Not understand people, at all.
    This game does this, and it sucks, this other game does it like that and its awesome ...

    Go play the other game then?
  • danno8
    danno8
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    Bhakura wrote: »
    Not understand people, at all.
    This game does this, and it sucks, this other game does it like that and its awesome ...

    Go play the other game then?

    With this attitude the devs would never try to improve anything. People suggesting improvements help make the game better.

    What are you helping?
  • Worstluck
    Worstluck
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    It's an improvement, but I have to agree, usually when you select 130 degrees, it's pretty much fisheye and distorted. That first screenshot looks like 80 max.

    There is a way to edit the config files I believe, or just use an addon.
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  • ramasurinenpreub18_ESO
    The numbers on the slider are basically meaningless. They just pulled them out of thin air. They do not equate to degrees of field of view at all. If they did then 130 would be very near a fisheye perspective, and it's far from that.

    The old FOV value (which is still used in third person) is about 55 degrees, which is like looking through a telescope on a large monitor, and extremely disorienting for some of us. It's fine for a console game, where you're sitting 10 feet from a TV, but totally inadequate for a PC game where you're 1-3 feet from your monitor. On a 30 inch screen, sitting two feet away, you're looking at roughly a 90-95 degree real horizontal field of view (from your eyes to the monitor bezels). As Worstluck said, their new max is only about 80 degrees, which is better... but still short of the mark for large monitor users. That value is fine for a 24" screen or less.

    The part that makes no sense to me is that they didn't also include a third person FOV slider. What was the point of that? We're forced into third person every time we get on a horse... which is a heck of a lot of time being stuck in that narrow view again.

    If they were really trying to help those of us susceptible to motion sickness, they apparently didn't read a single FOV complaint or suggestion in detail (and there have been *many* since beta) as being forced to switch back and forth between two different FOVs is even more nauseating than being stuck with a single crappy one.

    It's like they did the minimum work possible to try to shut up those of us who get narrow FOV induced motion sickness, instead of giving it some thought and doing a proper and complete job. Thanks for making the effort, but sorry, it just isn't enough.

    What they should have done was make two sliders: one for first person, and one for third person, and give them an upper limit of at least 110 *real* degrees, which is equal to the game engine's internal maximum FOV value of 1.5.... not 130... "whatevers" that are on the slider. The game engine is already perfectly capable of this, no major code changes are required, they just need to add sliders that use the full available internal range.

    Do that, allowing us to fine tune the FOV so each of us are individually comfortable with the views, and our complaining (and our sickness) will stop. Please! :)

    By the way, adding first person swimming! Sweet. Thanks for that. Only the horse left to do.

    Cheers.
    Edited by ramasurinenpreub18_ESO on June 27, 2014 12:15AM
  • GnatB
    GnatB
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    IIRC the default on the slider, untouched, is 100.

    So the "whatevers" are presumably percent of default. Which is a pretty silly unit of measurement unrelated to anything in reality.
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  • Kre
    Kre
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    I love it!!! Super happy with it and I'm constantly in first person, my husband doesn't like first person but he checked it out and turned it up and now he loves it too
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