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NOT through motion blur. But disable it
NOT through narrow FOV. Adjust it as you want.
This game doesn't utilize the standard rectilinear first person projection. It uses at any FOV a fisheye perspective.
There is not a single straight line in this game, that is not bend to left or right up/or down, and when you rotate, all lines bend in other directions. Not the whole screen moves as solid background when you rotate, but EVERYTHING on screen additionally bends/moves too, so your eye has no anchor-point for peripheral vision.
=> Motion sickness
I took my time to collect proofs for this unexplainale "feature":
Look at the right screen part on the border, FOV is not high, but column is extremely bent:
https://steamcommunity.com/sharedfiles/filedetails/?id=2608238192
Look the the bottom of the screenshot, the lines which are straight in any other game, bend like hell even on narrow FOV:
https://steamcommunity.com/sharedfiles/filedetails/?id=2608500361
Look at this hall, at vertical lines of the windows: not a single straight line. If you (generally feeling nause in this game) rotate in this corridor, you -sorry- will vomit on your screen.
https://steamcommunity.com/sharedfiles/filedetails/?id=2608500307
I was asked how I can play Splitgate without nausea, with all teleports and so on, but feel it here: Splitgate uses standard rectiliniear projection.
Look a those lines, use a sheet of paper on the screen: they are straight independent of view angle, and don't bend ever, even when looking slightly down:
perfect view
https://steamcommunity.com/sharedfiles/filedetails/?id=2608501934
tilted view
https://steamcommunity.com/sharedfiles/filedetails/?id=2608502295
I don't get it WHY they used it. But it is killing the game for me.. and I bought it on EPIC (never played) and on steam.
Dev's if you read it, please help......
stop telling b*llshit. Those are compeltely different effects. Your answer makes zero sense.
Quake uses rectilinear projection.
Fisheye effect (not projection, EFFECT) in rectilinear projection should only start to be 1/10 as strong as here at any FOV at over 100° FOV.
here proof: fisheye quake vs NORMAL (rectilinear ) Quake. FOV doesn't have enythign to do with it. BOTH, i repeat BOTH videos are in same 120° FOV.
https://www.youtube.com/watch?v=wag1qWO5anc
As a VR player I know more types of motion sickness as the majority of people, but thanks for the lesson.
differentiate:
fisheye EFFECT in rectilinear projection, but everything still is straight lines.
fisheye PROJECTION. No straight lines possible at all.
Ok you might have a point. Didn't feel comfortable in game before as well, but maybe I'm imaginating things now. Yesterday I played 3 hours just fine. Will pay attention to it the next time I'll play.
Just to be more specific, the stuff you are talking about only occurs in first person mode?
Your FPS over steam overlay counter
If your FPS is locked within game
If you use vsync.
How much Hz your monitor has.
I may help you. I think I found a kind of solution.
The curved view around the edges is to be expected when increasing FOV in games. Also known as fisheye effect. Livinghell is claiming in WWZ it effects the whole screen unlike other games if i got him right.
https://steamcommunity.com/sharedfiles/filedetails/?id=2608500307
Look at the panels/frames at the left/right edges of the screenshot and you can see how it's warped. It shouldn't be warped like that. I can play CoD and other games at 120 FOV and never have straight walls/etc bend like that. The screenshot looks like 90ish FOV too. That's not the field of view messing up, it's the game's camera either having some effect active that's used for a more "cinematic" third person experience and it carried over into first person or it's some issue with how the camera is set up to begin with.
If the FOV was bigger and it's any other game you'd actually get reverse warping than what's shown in the picture. Things close to the corners would be slightly or more stretched, here the corners' rendering is the opposite, where it squishes things and warps the in-between.
https://steamcommunity.com/sharedfiles/filedetails/?id=2608971253
Again what you're talking about, the high FOV fisheye effect has nothing to do what's wrong with the screenshot. The screenshot's FOV is probably around 90, looks close to it anyway, and not only is the fisheye effect usually very low with 90, but it would be the reverse effect, where the corners would stretch more and more. here they compress instead of stretching.