[EL - Request] FOV Option

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Misunderstood Wookie
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[EL - Request] FOV Option

Post by Misunderstood Wookie »

Okay vice I'm aware we can change the FOV with a text file but for those less inclined on the next build could you please throw this into the Graphics options menu with a slider or preset 60,65,70,75,80, 85, 90, 95,100,105,110

With the text file used for VR as an override.
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DeathTech
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[EL - Request] FOV Option

Post by DeathTech »

Just a thought but wouldn't messing with F.O.V be detrimental to your environmental awareness? Perhaps to your depth perception when flying?
Misunderstood Wookie
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[EL - Request] FOV Option

Post by Misunderstood Wookie »

Not necessarily depends kn your aspect ratio and resolution. Higher resolutions above HD a higher FOV will benefit awareness. Same with aspect ratios like 21:9

In my experience with first person view for my display 85 too 100 gives a more wider angle of vision at cost of slightly stretched centre but it's worth it.
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[EL - Request] FOV Option

Post by Vice »

Probably not as a menu option due to possibly needing the menu space for something else eventually, it being an initialization parameter, and a default dependency on startup for most resolutions. To help with the aspect ratio and FOV options, here are the lines and option ranges in the sw.cfg file:

- 2 lines above the 'MouseOffset' line is the aspect ratio option, 0 by default. Values can range from 0.1 to 5.0.

- Last line is the FOV option, 0 by default. Values can include any compatible range supported by the system and the display driver.
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Misunderstood Wookie
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[EL - Request] FOV Option

Post by Misunderstood Wookie »

Okay cheers Vice, Maybe I'll make a launcher with adjustable settings only done with configs.

I'll definitely check out the various FOV ranges.
matchbox2022
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[EL - Request] FOV Option

Post by matchbox2022 »

the fov thing is kinda cool, if the hud was superimposed (like helmet mounted) so it filled the whole screen still I'd play that way always, it's pretty awesome like a flight sim.

Though it kills my fps......unsure why...I suppose more of a scene is rendered?
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Misunderstood Wookie
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[EL - Request] FOV Option

Post by Misunderstood Wookie »

Correct Match. With a higher FOV more of the scene will be rendered as the scene is stretched creating the illusions of human peripheral vision that is what FOV is for to stretch the output to simulate peripheral vision and the reason it exists is because for some people a view too constricting will cause motion sickness and dizziness especially on larger displays and wider, for example if you tried a FOV of 60 or 65 with any current VR technology you would get physically ill within the first half hour.

In-fact 60-65 FOV is usually pretty nauseating for most people in any first person situation. But some engines require a fixed FOV to function due to how they spawn in models or textures or whatever they do this in the parts of the scene which are not visible. Take a top down RPG for an example, Like Diablo II which is a great example of a good engine but worse engines if you zoom out more than the game is allowing you usually find the AI is not active and statue like and you will easily be un-immersed due to obviously seeing ranges of which the gameplay logic kicks in and does stuff.


Speaking of VR though I wish to have a chat with Vice at some point about a VR update which sees the HUD presented on a different layer than the rest of the cockpit acting like a visor so to speak and the FOV and cockpit adjusted so the displays are in positions you NEED to phsyically look around the ship to view them I was going to make a concept model for this purpose and get somebody with VR to test it lol.