Terminator: Resistance

Terminator: Resistance

Weapon view model Fov still not fixed
Could you fix/add an ingame option or a console variable for the "weapon view model FoV", please ?

Basically with the general FoV set to 100, you should see the stock part (the rear of the rifle) and the left arm even more (like the second screenshot just below.)

Right now I've the FoV set like the second screen but it's not applied for the weapons/arms (I still see the weapon/arms like on the first screenshot).

Default FoV, defaut weapon view model:
https://www.naguide.com/wp-content/uploads/2019/11/Terminator-Resistance-Changing-FOV-1.jpeg

Modified FoV with correct weapon view model:
https://www.naguide.com/wp-content/uploads/2019/11/Terminator-Resistance-Changing-FOV-2.jpeg

In others terms, it's like your weapon is glued to your face. It's not natural, and inaccurate. And it's kinda disapointing since you already released a proper FoV slider, months ago (because the community asked for this).

It was possible to fix that problem with a mod before, but your previous updates broke this mod and we're now stuck with that problem.

I didn't started my first playtrough yet because of this (waiting since january 2020 literally).

Come on we're on PC, not consoles. Please devs !
Last edited by Unseen Unit; Nov 8, 2020 @ 5:28am
< >
Showing 16-29 of 29 comments
Unseen Unit Nov 6, 2020 @ 9:59am 
Originally posted by F4llc0n:
While having such a option will be nice, I will more prefer devs focus more on adding more content than on such a minor thing.

Like you said it's a minor thing, and this should have been added a while ago. I doubt it requires a lot of work, especially if you don't have to re do all animations.

And even worse since a mod fixed that issue for them, but they patched the game and broke that mod in the process.
Last edited by Unseen Unit; Nov 8, 2020 @ 5:23am
your evil twin Nov 6, 2020 @ 1:09pm 
Originally posted by Unseen Unit:

Terminator movies are all about badass shots from the hip (resistants included):
Here a quick exemple, see how Sarah Connor handle a powerful rifle (at 3:00)
http://www.youtube.com/watch?v=O785iGVXjLc

This is how is should be in this case (right side).
https://i.imgur.com/IFrSzb0.jpg

The "iron sight view" is when you put the stock part of the rifle on your shoulder to aim and gain more precision. The regular view shouldn't be close to that.

So having this weapon view model FoV option will fix the inaccurate way to simulate a first person view and will be more in line with the way protagonists shoot and aim in the whole Terminator franchise.

So... you're saying that Terminator movies are all about badass shots from the hip. Well, if you shoot a gun from the hip, like Sarah Connor does in that movie clip... well, Sarah Connor wouldn't be able to see any of her gun at all. Her weapon FOV is 0.

So I'm not sure how that helps your argument that weapon FOV should be increased so you can see more of the stock of the rifle. By your argument, Terminator Resistance actually shows you too much of your gun and arms. Seeing no gun at all would be rubbish, so it seems to me like a sensible compromise between coolness and realism was if it were more like those old Quake 2 screenshots I linked to, where you can only see the side of the gun and can't see the back of it at all.

Also, in that diagram of yours, the picture on the right looks to me like a person with long arms holding their gun completely straight ahead of them a metre away from their body. You get a view of your long arm and then a tiny little gun at the end of it. You think that somehow this is better for your brain and more comfortable? Somehow this is the right proportions? And somehow this represents a person shooting from the hip?

The diagram falsely assumes that the weapon FOV of 65 is correct on the big TV on the left, and therefore on the PC display on the right the weapon FOV should be adjusted proportionally to 90 because you are closer to the screen.

I'd argue that actually it's the other way around: it is the PC display that should have the weapon FOV of 65, while on the big TV ten feet away you shouldn't be able to see your gun at all.

Of course that would be rubbish, no-one wants a first person shooter where your gun is invisible because it is off the bottom of the screen. So it makes sense for the console game on a big TV to have the same weapon FOV as the PC game. But whether we are talking about console or PC, weapon FOV of 65 is a hell of lot more realistic than weapon FOV of 90.
Unseen Unit Nov 6, 2020 @ 1:35pm 
I said badass hip shots. Doesn't mean the gun is attached to you hip. But more like your elbow is near the hip. So these guns are in your field of view.

Clearly in Terminator movies you can see resistants or Terminators, outstretched arms when they hold a pistol or at the "hip" when they use shotgun and assaults rifle and sometimes they aim and use their shoulder (which correspond to the "iron sight view" ingame).

This diagram isn't mine btw, but it demonstrate the problem with the default weapon view model FoV with a custom FoV.

English isn't my native language, so it's hard for me to argue with you. Also I'm not sure what you're talking about that diagram. But actually the weapon view model in Terminator Resistance isn't accurate if you move your FoV Slider, it should be affected as well.
Last edited by Unseen Unit; Nov 6, 2020 @ 1:36pm
Unseen Unit Nov 6, 2020 @ 1:49pm 
A picture is worth a thousand words:

https://i.imgur.com/cPgAV0u.jpg
MTL5 Nov 6, 2020 @ 5:25pm 
Originally posted by Irish:
It really shouldn't be a contentious issue though. Give players the option to modify the weapon fov, for those that like it. A simple non moving finger isn't really an issue. Your simply not looking at your finger when firing a weapon lol.
It is an issue. Because they never intended you to be able to see the weapon animations at a higher FOV, and this causes multiple visual issues at higher FOVs.
Originally posted by Irish:
It really would take no time at all to add an in-game slider.
It's not about time. They took extra time to stop people changing the near FOV. What would take time would be redesigning the weapon animations to be higher FOV friendly. Which arguably they should do.
Originally posted by Unseen Unit:
I admit an option for the "weapon view model FoV" can introduces some glitches, but theses glitches would be minors, but most likely pretty much invisibles in normal gameplay.
They're not invisible. They are very conspicuous and make the game look bad. You do not understand the mindset of game developer. If players want a feature, and that feature makes new bugs appear, they are extremely reluctant to add it unless the bugs can also be fixed.
Originally posted by Unseen Unit:
You've clearly no idea about what modding can offer on PC apparently, which is extremely sad.
I am a modder.
Originally posted by Unseen Unit:
And even worse since a mod fixed that issue for them
The mod exposed weapon animations that weren't supposed to be seen. They decoupled near and normal FOV to allow people to raise the FOV via a slider without introducing graphical bugs.

Again, when you raise the FOV to something like 90, Jacob removes the magazine from the Uzi and then immediately puts that magazine back into the gun. To you, that's "almost invisible", but it's an unacceptable bug from a dev perspective.

Wanting a higher near FOV is a fair enough request. But they can't simply add it. Because it breaks things. Adding official support is basically an endorsement that the feature works as expected. Which it doesn't.

What they could perhaps do is allow near FOV to be changed via a cfg file that is hidden away with a big warning not to change it.
Unseen Unit Nov 7, 2020 @ 4:19am 
@MTL5

The finger doesn't move when you pull the trigger with the UZI. The finger is also animated when you reload the M4, he moves his finger out of the trigger, and the finger clips trough the trigger guard.

Yep all of these minors bugs are visibles with the default settings.
How about that ? And who cares seriously ?
You don't look at these minors glitches in normal gameplay. It's not invisible sure, it's barely imperceptible to be precise. I guess you never saw them.

How about the picture in my previous post ? The first exemple feels natural to you maybe ?

What extra time are you talking about ?
This weapon view model FoV feature should have been included in the game with a FoV Slider, and both at the release of the game on Steam. Modders fixed the general FoV (and weapon view model FoV in the process) before the devs realises their mistake and decides to implement an official FoV slider.

A lot of PC games includes a weapon view model FoV, directly in the settings menu or via the dev console or eventually via a mod. To name a few, Team Fortress 2 from 2007 have it (with the min mode option in the settings and via the dev console), Prey 2017(directly in the settings), or S.T.A.L.K.E.R. Series (via mods). And these games are far more prestigious games compared to Terminator Resistance. They are also made for hardcore PC gamers. And yes you can broke these AAA games with extremes values, and who tf cares ?

I'm also a modder (your argument is invalid). What mods did you make ?

Your exemple with Jacob is biased, how many games don't do that correctly for decades ? Nobody cares clearly. It's a far more tiny detail compared to the inaccurate and actual weapon view model FoV.
By the way, Terminator Resistance isn't a realistic game. The reload time is irrelevant here.

FPS PC games should have a FoV slider and weapon viewmodel FoV slider by default or a least a console variable. Everyone familiar with PC games and mods in general would want these options if the game doesn't have them by default. Every time the same story.

Developpers should keep that in mind when they make their animations. It's not like it's a new fthing to tweak games on PC...

You don't have to put a big warning to not change it, if you allows that tweak as a variable. People who are aware about mods and tweaks aren't stupid. Casual players are probably unaware of dev console or even FoV settings.
Last edited by Unseen Unit; Nov 7, 2020 @ 4:29am
Irish Nov 7, 2020 @ 7:12am 
Originally posted by MTL5:
Originally posted by Irish:
It really shouldn't be a contentious issue though. Give players the option to modify the weapon fov, for those that like it. A simple non moving finger isn't really an issue. Your simply not looking at your finger when firing a weapon lol.
It is an issue. Because they never intended you to be able to see the weapon animations at a higher FOV, and this causes multiple visual issues at higher FOVs.
Originally posted by Irish:
It really would take no time at all to add an in-game slider.
It's not about time. They took extra time to stop people changing the near FOV. What would take time would be redesigning the weapon animations to be higher FOV friendly. Which arguably they should do.
Originally posted by Unseen Unit:
I admit an option for the "weapon view model FoV" can introduces some glitches, but theses glitches would be minors, but most likely pretty much invisibles in normal gameplay.
They're not invisible. They are very conspicuous and make the game look bad. You do not understand the mindset of game developer. If players want a feature, and that feature makes new bugs appear, they are extremely reluctant to add it unless the bugs can also be fixed.
Originally posted by Unseen Unit:
You've clearly no idea about what modding can offer on PC apparently, which is extremely sad.
I am a modder.
Originally posted by Unseen Unit:
And even worse since a mod fixed that issue for them
The mod exposed weapon animations that weren't supposed to be seen. They decoupled near and normal FOV to allow people to raise the FOV via a slider without introducing graphical bugs.

Again, when you raise the FOV to something like 90, Jacob removes the magazine from the Uzi and then immediately puts that magazine back into the gun. To you, that's "almost invisible", but it's an unacceptable bug from a dev perspective.

Wanting a higher near FOV is a fair enough request. But they can't simply add it. Because it breaks things. Adding official support is basically an endorsement that the feature works as expected. Which it doesn't.

What they could perhaps do is allow near FOV to be changed via a cfg file that is hidden away with a big warning not to change it.

I'm quite curious why you're so against the idea of the devs giving the option.
MTL5 Nov 7, 2020 @ 7:43am 
Originally posted by Unseen Unit:
The finger doesn't move when you pull the trigger with the UZI.
True, but that one's masked by how much the gun jerks.
Originally posted by Unseen Unit:
Prey 2017(directly in the settings)
Prey 2017 didn't ship with an FOV slider. The reason for that was because the FOV slider introduced bugs. They did not add a slider until a later patch where the bugs caused by FOV adjustment were fixed.
Originally posted by Unseen Unit:
Your exemple with Jacob is biased, how many games don't do that correctly for decades? Nobody cares clearly.
With the Uzi, he pulls out the magazine. Then he pushes the SAME magazine back in. It never leaves your view. The game's near FOV is designed to create the illusion that he removes the magazine and then inserts a new one.

https://youtu.be/eWKSftrQOHo?t=848

At 14:09 in this video, he takes out the magazine and puts the exact same magazine back in. This is not normal. No developer is going to look at that, and say, "Yea, this is definitely a good idea that won't make people mock our game's already so-so weapon animations."

Originally posted by Unseen Unit:
FPS PC games should have a FoV slider and weapon viewmodel FoV slider by default or a least a console variable. Everyone familiar with PC games and mods in general would want these options if the game doesn't have them by default. Every time the same story.
Sometimes you have to lock the near FOV. It's a reality of development. It doesn't matter what people want sometimes. There are mitigating factors. Like how the game locks the FOV in cutscenes to stop you seeing nudity.

It's good that you raise this issue with the developers. You just need to manage expectations.
Originally posted by Irish:
I'm quite curious why you're so against the idea of the devs giving the option.
I never said that. In fact, I've argued that they should add a config file option. I'm merely explaining why they did what they did, and why they'll almost certainly never make in an ingame option. Near FOV adjustement in this game is unequivocally broken. It was locked on purpose -- which is textbook bug fixing. The real solution is to fix/improve the weapon animations. But unfortunately, that's likely way down the ladder of things they'd consider working on.

Config file tweaks don't carry the implicit developer endorsement of an ingame option.
Last edited by MTL5; Nov 7, 2020 @ 7:49am
Unseen Unit Nov 7, 2020 @ 9:37am 
@MTL5

I only started to play Prey in 2019, and this game has a FoV slider and weapon FoV slider at that time. I never said this game has it since day one, but at least Arkane Studios listened the community and provided the weapon FoV slider to go with it. And this it what should provide Teyon too.

We all know why they did that initially (it was for consoles performances). But still they should add that tweak since it doesn't really impact the visuals as much as this inaccurate view of the weapon when you tweak the general FoV.

They don't need to rework all animations, but slighty rework some of them (like the UZI reload animation and maybe few things), it wouldn't be really hard to fix or time consuming, and since they provided multiples visuals enhancements with this new Infiltrator update (which are not all good imo).
I rather suggest them to fix what really need to be improved instead of adding a green tint for exemple and make there game looks generic and worse (when is was perfectly fine previously). Plus anyone can add green tint with a soft like Reshade (took me 5 min to build my own preset).

This game isn't new, and it doesn't really impact the number of copies they can sold now.
Better late than never.
Last edited by Unseen Unit; Nov 7, 2020 @ 9:39am
Unseen Unit Nov 11, 2020 @ 12:23am 
Another 200 mo update, and nothing about that.

Please give us a console command. Or at least tell us something.
Last edited by Unseen Unit; Nov 11, 2020 @ 4:11am
M4XXST3IN Nov 24, 2020 @ 4:15am 
Originally posted by Unseen Unit:
A picture is worth a thousand words:

https://i.imgur.com/cPgAV0u.jpg

Hahaha
Mad Max Feb 19, 2022 @ 1:02pm 
Still no way in 2022 to change the weapon fov ? No modder to help us either, so sad
InvisibleShadow Jan 29, 2024 @ 6:37pm 
100% agree with the Author of this thread. The viewmodel fov is atrocious and unseemly. I dont care for any kind of realism. Its a video game. Let me see more of the gun. It pleases my eyes. I dont care if it breaks the game. If the devs care about player choice they should let us break it to our liking to get the experience we want for each of us. You like half the screen taken up by an arm and just the barrel of the gun.. have fun. I like to see my arm, the whole gun, broken reload animations and everything. The devs should have thought of this before they went with an atrocious fov. Its disgusting the way it is and I simply wont play they game if they modders dont release a mod or if the devs just leave it as is.
Irish Jan 29, 2024 @ 7:59pm 
Yeah it is pretty bad. The FOV itself is fine, but the viewmodel is too harsh to look at. I hate it. And haven't played the game since they changed it. For me personally I just cant look past it.
< >
Showing 16-29 of 29 comments
Per page: 1530 50