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Say NO to low FOV Petition - (Idea)

  • vulcan44
  • February 9, 2011 at 1:18 AM
  • 2d-chris
    • February 9, 2011 at 7:39 PM
    • #21

    hmm if you turn on 80-120 doesnt it go all fish eye'd? that makes me more sick than lower FOV ;(

    I'm aware that some people get motion sick, but there are other reason not just FOV, motion blur and depth of field effects are also known to cause this. Camera bobbing too.

    There are plenty of people who can't play games due to photosensitive lighting effects, that opens an whole other discussion about catering for minorities when working on products that millions of people use. If you can change something without drastically effecting the product you should - FOV is about as drastic as it gets for a console game when you're squeezing every frame you can.

  • vulcan44
    • February 9, 2011 at 9:35 PM
    • #22
    Quote

    It's kind of a silly standard to stick to, given that the first group hasn't really gone away, simply that the usages are more diverse. It seems to me as in a similar category of usability as the availability of southpaw or inverted control schemes, or color blind support.

    Funny you should mention this as I just happen to be a 37 year-old southpaw, so this is another thing I am constantly fighting with. My wife purchased my 360 for me at Christmas in 2007 along with COD4. I just couldn't get used to it so I began hunting for controller alternatives. I happened to stumble on the XIM1 and promptly built one for myself. The 30+ms lag was annoying so I ended up buying the XIM360/XIM2 as soon as that was available. I have also modified a couple controllers to have swapped sticks because there are games that I want to be able to use a controller with but they don't have any native southpaw configurations. One of the really cool things about the XIM is the ability to control a console with just about anything you can imagine.

    IMO it's just stupid for these options to not be included. Everyone is going to prefer a different style of playing. It's as simple as that. It's incredibly frustrating to hear people blow it off and say just get used to it...My brain doesn't work that way and I just can't, plain and simple. What I really want is for developers to understand is that offering options for key/stick/whatever mapping, and graphics preferences does nothing but help them sell games.

    Locking a games FOV to cater to a specific style of play is just silly. I don't play sitting 2+ meters from my monitor and I don't plan to.

    Quote

    hmm if you turn on 80-120 doesnt it go all fish eye'd? that makes me more sick than lower FOV ;(

    Not at all. I played UT for years with it around 110-120. That seems to be the sweet spot for me.

    Quote

    I'm aware that some people get motion sick, but there are other reason not just FOV, motion blur and depth of field effects are also known to cause this. Camera bobbing too.

    Don't get me started on the motion blur and camera bobbing...lol...I hate this trendy shakey cam thing...Adding motion blur to a game to save frames might be necessary on consoles but my pc can handle it just fine without.

    Quote

    There are plenty of people who can't play games due to photosensitive lighting effects, that opens an whole other discussion about catering for minorities when working on products that millions of people use.

    Yes, I am apparently in the minority. It's kind of funny how I haven't had problems though up until the past few years when all the games have been consolized...I can still play all the games that have adjustable FOV all day long without any issues. What I also find interesting is how I don't get motion sickness in any other situation except these low FOV games. I don't get carsick, seasick, airsick, or even sick from drinking to the point of getting the 'spins'. In fact I can deal with most of these situations better than the average person.

    Quote

    If you can change something without drastically effecting the product you should - FOV is about as drastic as it gets for a console game when you're squeezing every frame you can.

    I would love to see graphics options available for consoles. E.g. if I want to up my FOV I might just need to lower something else. It's a trade off I would happily deal with. It's just not there with most of these new games and that is my point. A simple matter of offering options for controls and graphics. As a student studying programming and electronics I feel that it would be easy enough to implement a set of standards that would satisfy all gamers and not just the average Joe.

    BTW: Sorry if my posts get out of control, I do appreciate that we can have a civil conversation regarding this.

  • dux
    • February 9, 2011 at 9:52 PM
    • #23
    Quote from Pericolos0

    I really think 80-90 is the sweet spot. Higher than that starts becoming fish eye, lower than that I always feel like i have tunnel vision, makes me feel like I'm zoomed in and not aware of whats happening around me. I seriously hope crysis2 doesn't have 55 on pc. Low fov works if your looking at a small tv, sitting pretty far away from it, but honestly most people playing games these days either have a pretty big tv, or tend to sit close to the screen, even console gamers.

    +1 to that.

    And really, I'm fine with having the option given to me to adjust the FOV in the settings, why can't it be like that, in there with the rest of the graphics options? It's not as if a PC is really going to struggle that much like a console would with a high FOV. But instead at the moment we have to dig around through the config files ala borderlands. Take a look at this, most of these changes were pretty mandatory for a decent playing experience on the PC:

    http://gbxforums.gearboxsoftware.com/sh ... hp?t=79043

    Is the PC so second grade in most mainstream developers minds now that they expect PC users to fix and change everything themselves, because they are PC users, they know how to do these things anyway. And not many will probably buy it anyway so what does it matter if some stuff needs changing the hard way mindset?

  • Gloglebag
    • February 9, 2011 at 11:01 PM
    • #24

    2D-chris do you play TF2 because that can be put from FOV 75 to 90, and do you have trouble with that?

    It almost seems to me like crysis uses different measurements for FOV, because 55 sounds ridiculously low, and the game didn't look like it in the videos.

  • Minos
    • February 10, 2011 at 12:23 AM
    • #25

    I play Quake 3 with a 110 FOV, don't have any trouble with that!

  • Scinbed
    • February 10, 2011 at 12:45 AM
    • #26

    Crysis 2 could be using Vertical FOV as opposed to Horizontal FOV.

    90 Horizontal FOV is approximately the same as 60 Vertical at 16:9

  • Jetsetlemming
    • February 10, 2011 at 5:50 AM
    • #27
    Quote from e-freak

    keep in mind we are also going away from the "you are the hero in the game"-gameplay to "you are the camera in this interactive movie"-gameplay.

    Off topic but ugh this has recently been something I've really noticed and hated, because I went from playing Dead Space 2 to Two Worlds 2, and both games have just AWFUL third person camera implementations that feel floaty and disconnected from character movement, like an independent camera, and in both games I keep getting distracted from what I'm supposed to be focusing on (ooh this is a scary game that thing that just popped out sure made me jump/ooh this is a pretty fantasy world I am so immersed) with struggling with the camera and moaning that they aren't first person games. Two Worlds especially, since I got it because I heard it was something to tide over Morrowind/Oblivion fans until Skyrim, so I went into it expecting a first person RPG right out the gate, and because its camera and controls have led to pretty much every single death I've had, which have been plenty. At around the three hour mark I had to fight a lady way stronger than my shitty mage guy on top a lighthouse, and in trying to dodge and juke around her to cast and avoid attacks I kept running off the fucking ledge or stairs and falling to my death. I eventually won the fight by just fleeing, hoping to get to the ground, and instead finding her AI incapable of safely following the path down the lighthouse itself. I was on the inner spiraling staircase heading down when I see her fly by in the center and then a quest update to go inform the guy who sent me out there that she was dead.

  • Skjalg
    • February 10, 2011 at 7:11 AM
    • #28

    I used to play Q2 with a 150 in fov, but I can see why thats not commonly used I remember dead space and bioshock as games that went too far the other way tho.

  • 2d-chris
    • February 10, 2011 at 10:11 AM
    • #29
    Quote from Slainchild

    Crysis 2 could be using Vertical FOV as opposed to Horizontal FOV.90 Horizontal FOV is approximately the same as 60 Vertical at 16:9

    you must be right, If I set it to anything over 65 it fish eyes ^^

  • Defrag
    • February 10, 2011 at 8:07 PM
    • #30

    Two advantages of a narrow fov:

    Better performance (more of the scene is culled because the frustum is smaller)

    Less stretching at the extremities of the view

    Disadvantages:

    Makes some folk feel sick (read Valve's musings on narrow fov and the driving section in HL2 -- they had to increase the fov to stop some people throwing up)

    Subjective:

    I personally like ~80 to 105 fov (played TFC with 120, but times change). I dislike the ultra-narrow fovs offered in certain games these days because it really inhibits the sense of fluidity. There's a reason gears (and every 3rd person game released since) dynamically increases your fov when you run -- it gives the player a better sense of speed. Playing a game with a large fov makes everyting flow so much more nicely, and the sense of spatial awareness is heightened for me. I used to love flying around in Quake III & TFC with a high fov

  • Serenius
    • February 10, 2011 at 9:51 PM
    • #31

    I've never found FOV to be a problem, no matter what it's set to.

    For a game like Dead Space, it's sensible due to performance issues from fully dynamic lighting. It also make sense from an atmospheric perspective, because you're supposed to feel claustrophobic.

    For PC ports of console games, I do agree that there should be an adjustable option for FOV since developers aren't locked into performance requirements like they are with consoles.

  • vulcan44
    • February 10, 2011 at 11:34 PM
    • #32
    Quote from Serenius

    I've never found FOV to be a problem, no matter what it's set to.

    Most people don't seem to be affected by this. Personally I can't play without feeling ill after 30 minutes or so. It's great that it doesn't bother you. I wish it didn't affect me.

  • -HP-
    • February 11, 2011 at 9:59 AM
    • #33

    It doesn't make me feel sick, but it definitely makes me wonder "mmm, something's wrong here, it just feels off and awkward!" it disconnects you from the world you're trying to immerse yourself, more than anything else.

    I was playing bioshock2 but stopped, and one of the reasons was the extremely low fov, like dux mentioned in bioshock1 you kind of excused the game cos it's really a great SP experience but really nothing good can come out of walking a virtual world with a tube in front of your eyes!

    Crysis2 fortunately doesn't suffer from this, it's the perfect balance between small and high fov's, and I am used to play Quake3 up to this day at 110fov.

  • Mr. Happy
    • February 11, 2011 at 1:27 PM
    • #34

    Not seeing what's around you isn't fun, in any game, for any reason. At least for me. The way I see it, perfomance isn't an excuse. To me it looks worse than if the world was less detailed, FOV like fps speaks to composition and presentation, which are the first basic determinants of the visual quality of a scene. I'm looking at a place not the brushstrokes in a painting, show me the place, not the gravel! Gameplay isn't an excuse even in horror games, it just makes me feel like my character is incompetent and isn't paying attentio. If I was claustrophobic or trapper somewhere with aliens eating my brains my eyes would be darting all over the place, every little thing in my peripheral vision would cause me to have a quick glance. The way the brain works your "informative" FOV is greater than your "color vision/focus" FOV. As it is I just annoyed at how far I have to move the stick which in turns kills the feel of the controls AND the emotion, there's nothing adrenaline pumping about "oh no I head a noise, I guess I'll turn around as slowly as possible and only look straight ahead into the distance so I can't focus on the enemy and have to keep twiddling the controls back and forth and now I can't aim and this sucks". Distance from TV's for console games isn't an excuse, maybe it makes sense since you want compatibility for a wide variety of people, but I think you are assuming people like straining their eye by sitting to far away from the TV. I find my TV, fills MY field of view by the same hoirzontal amount as my monitor.

    I just hope as the years pass developers don't find more excuses to lower their fov standards even farther like has been done with fps. Uninspired Cinematic Gameplay Game 6, now with ultra-cinematic 1 fov and 2 fps!

  • D3ads
    • February 12, 2011 at 12:32 PM
    • #35
    Quote from Minotauro

    Are you playing on PC or console? I don't mind narrow FOV in console games, but it's horrible in PC games.

    Oh yeah it's on my PS3 with a 26" screen so I guess that's why it's not a problem

  • Steppenwolf
    • February 13, 2011 at 11:16 AM
    • #36

    The first game where it bothered me was Killzone 2. What is their fov, like 35? Cool game nonetheless but i can totally see how it makes it unplayable for some people. It feels like playing with eyes that protrode 2 meters out of your head.

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