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Hm, why is there no FOV over 100?

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  • replied
    Originally posted by bclagge View Post
    My point is that people have been complaining about this for a year and a half already. If they haven't responded by now, they're not going to. If they haven't fixed it by now, they're not going to. If you want to continue to be concerned by it, be my guest.
    Yet they released the Titan Pack for free, which was a huge risk considering that Unreal Tournament 3 isn't exactly the most-played multiplayer game out there. It worked to revitalise the community, but the absolutely massive number of fixes contained in it, plus the new content, didn't exactly come from nowhere. Epic definitely cares about the game, but why they have ignored this issue I really have no idea. There's already a patch 2.1 in the works (with some nice fixes from what I have seen), so I don't see why fixing widescreen support isn't a possibility in a future update.

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  • replied
    Originally posted by sea View Post
    Maybe if the community shows that it does care about this then Epic will actually do something? You know, they have responded in the past to community concerns plenty of times.
    Agreed, we have to keep bugging Epic until they make the necessary changes.

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  • replied
    My point is that people have been complaining about this for a year and a half already. If they haven't responded by now, they're not going to. If they haven't fixed it by now, they're not going to. If you want to continue to be concerned by it, be my guest.

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  • replied
    Originally posted by bclagge View Post
    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.
    Maybe if the community shows that it does care about this then Epic will actually do something? You know, they have responded in the past to community concerns plenty of times.

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  • replied
    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 Post
    FOV should be proportional to the resolution of the monitor. It would be more fair to everyone that way.
    Except UT3 doesn't know what kind of monitor you have, it only knows what resolution you're using. So anyone who wants a wide FOV on a standard 4:3 monitor would need only set the resolution to a widescreen resolution, and just like that your solution has been exploited.

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  • replied
    Originally posted by Gunwing View Post
    um........ 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)
    Widescreen displays, even with 100 FOV, display less than a 4:3 ratio. A mutator is required to actually set the FOV higher than what is normally allowed. Furthermore, HUD stretching, weapon model cutoff, etc. should absolutely not be present at all. I am frankly kind of appalled that the community does not seem to care about such a blatant and obvious flaw in the game.

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  • replied
    um........ 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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  • replied
    FOV should be proportional to the resolution of the monitor. It would be more fair to everyone that way.

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  • replied
    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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  • replied
    Originally posted by FragTastic View Post
    Tell me we dont need FOV over 100 again?!?!
    I have widescreen but I use FOV 90. Tell me why we do need FOV over 100.

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  • replied
    Originally posted by FragTastic View Post
    From the poll i ran on whether people are using widescreen monitors or not..... 70% are using widescreen! Tell me we dont need FOV over 100 again?!?!
    We DO need. But no one seems to be listening :P

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  • replied
    From the poll i ran on whether people are using widescreen monitors or not..... 70% are using widescreen! Tell me we dont need FOV over 100 again?!?!

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  • replied
    Originally posted by bclagge View Post
    It'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.
    Yes. The mutator is awesome, however its not allowed (i think) in CB official games, so a lot of us players gonna suffer from it and official games gonna have loads less peeps playing, if the mutator is not accepted by CB or the fov thing corrected by epic.

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  • replied
    It'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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  • replied
    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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