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Hm, why is there no FOV over 100?
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Originally posted by Crotale View PostWill a FOV of 110 truly have a dramatic impact on accuracy when compared to 80?
Originally posted by Crotale View PostRegarding the FOV binds, I think it's reasonable to assume most players would consider that to be a cheap move, and possibly borderline cheating.
I rarely ever scope in UT3 or Ut2004, there is no stock maps that really require zooming at all.
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FOV has been pretty much free since the day 1!
i used 110 from ut to ut 2k4
Theres no harm accepting it over 100 i think.
The more u get, the more freedom u get with unreal engine
If they (epic) decides to limit some features of the engine.. shame on them = lose the buyers.. i guess they can afford it!
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Originally posted by bclagge View PostIt's not a limitation of the engine. It's a deliberate restriction just for UT3 the game, and only the stock game. There is a mutator called FreeFOV that does away with it.
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I would like to revive this thread. Epic needs to see this, and needs to do something to fix it.
This isn't a simple matter of increasing the field of view. What needs to be done is a fundamental change in how the game handles widescreen resolutions.
4:3 ratios should be assumed as default, with all other ratios adding or subtracting horizontal FOV depending on the ratio, while keeping the vertical FOV locked in place. Furthermore, first-person weapon models should not be cut off in widescreen modes. Even when adjusting the FOV to compensate, the weapon models remain missing.
Proper TripleHead2Go support is essential. While I am not one of the people that use it, the game's current implementation is horrendous to the point of being impossible to play. A lot of players have set up very expensive and immersive gaming environments, and it's doing a disservice to the community to simply ignore them.
Additionally, there are major problems with the game's menus and HUD when it comes to widescreen. Some elements get stretched out, for example, while others don't. There are few circles in Unreal Land, apparently, because even the game's logo appears as an oval instead of a proper circle. This is sloppy and needs to be fixed. Why the game can't simply scale the basic 2D decals based on the aspect ratio is beyond me. Other HUD elements, such as the flag indicators etc. are also stretched.
While the FOV problem stands as the biggest one, the stretched 2D elements also leave a very negative impression on me. Unreal Tournament 3 is still a beautiful-looking game (in my opinion it beats the **** out of what the consoles have to offer even two years later), with fantastic artwork and technology, but I have absolutely no idea why this design decision was made. A low horizontal FOV with a widescreen display, coupled with a vert- implementation, is at best disorienting and at worst feels like the game is constantly zoomed in (see BioShock for how not to do it).
Epic is a world-class developer and their incredible efforts on Unreal Tournament 3 lately have shown that they are committed to supporting their games, but this stands as a very noticeable blemish that has yet to be addressed, even years and several patches after the initial release. Please Epic, take a page from other leading developers like Valve and implement widescreen support the way it should be.
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Originally posted by Gunwing View Postum........ it's called check fullscreen and there you go no streatching at all man. Sheesh why in gods name do you need a view greater then 100 if you have Widscreen? I'm on a 16:10 monitor and I got no streatching at all on my screen.
(My view is set at 90 BTW)
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It's been a year and a half now. Most the people who cared have long given up on this. You should too, you're not going to get anywhere on it.
Originally posted by ThaMarine View PostFOV should be proportional to the resolution of the monitor. It would be more fair to everyone that way.
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Originally posted by bclagge View PostIt's been a year and a half now. Most the people who cared have long given up on this. You should too, you're not going to get anywhere on it.
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