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Сообщить о проблеме с переводом
Are there plans for ultra-wide support 2.0 eventually?
Will probably require another helmet model for extended view.
I'm still holding of from playing for now.
However max FOV is 90. To keep the same vertical FOV with 3440x1440, I have to set 113 with UUEU, but you loose ability to zoom with telemeter.
16/9 FOV 90 vs 21/9 113 FOV :
https://imgsli.com/MjIyNzU3
Half way there.
Allowing us to set, or setting by default:
[/script/engine.localplayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
Next, yes?
I have requested refund.
Current implementation butchers the aspect ratio and the graphics of the game which looks incredible otherwise !
I just got it and EGS but got a refund too until it's patched >.< right now it feels se bad to play so much zoomed in. I'll laaaaargely prefer black bars on the side at this point.
Firstly, we would like to say that we are sorry for not communicating with you about the FOV matter in the recent weeks. We have tested wider FOVs and come to the conclusion that we can release experimental FOV options in the game.
As to why they would be experimental, we explain in detail on our Discord server:
https://discord.com/channels/960429937649676288/969518548563152896/1220764034459107358
We would be very grateful to get your opinion on that. We want to know if it's something you would like to try out and whether we should implement it in the upcoming Patch 1.2.
You can let us know what you think by replying to the Discord message (link above). We will take into account your every comment on this solution.
The message above was meant for another discussion about the FOV, as wider FOV is not exclusive to ultrawide resolutions, sorry for the confusion.