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Just curious
I think Quake 4 had FOV controls, but I'm not so sure about Doom, Quake 1-3, Duke Nukem, System Shock, Half-Life (1), etc.
I know most of them have a built-in console (Somewhat ironic that the term for this is "console".) where we could set arbitrary FOV values (among other things). I think that those who did have FOV controls had a higher max value than half of today's games with FOV-controls.
But I also think that the max FOV values required today have increased and that some of those old FOV-slider games would now turn out to have insufficient max value. Simultaneously, games nowadays come with lower FOV / lesser max FOV value because consoles play a much bigger role today for PC game development because of the cross-platform tools that exist by now.
Anyway, the demand comes not from a habitual desire but from objective necessity.
Behaves just the same. The closer you get, the lower the experienced FOV. I have no idea if there's an official developer guideline based on average player distance. I would think so since the 3D screen doesn't work if a certain distance is exceeded or undershot. But maybe devs can ignore it without being somehow prohibited from releasing their 3DS game.
However here's my opinion to FOV in games:
In recent games the FOV is too close.
Look how the FOV has been in old games like Max Payne 2. Max Payne is very far away from the camera. I think that was super good for third person shooters.
I think game developers should give us the option to select the FOV (camera distance) in single player mode.
In multi player there's the problem that a far camera distance gives you an advantage in gaming.
I think the best games are those, where you can change the FOV in-game by mouse wheel. From the nearest FOV there's the option to switch to first person view.
Like in Fallout 4.
However in multi player all players should have the same FOV.
@ Funearl:
"hate how nowdays game have such low fov and no sliders ect anything under 100 makes me ♥♥♥♥ing puke"
Agree.
That's impossible as a strict rule. Except if the aspect ratio of the screen is ignored and if someone uses a 27:9 screen, they get a super distorted image instead of seeing more on the sides. I think screens with different aspect ratios should get their respective correct graphics. But ok, as a general rule that applies to the majority, it works.
But what about different machine power? The one with the highest framerate wins. And about about best mouse/keyboard? Mouse/keyboard macros? Ok, we could say that just because we can't equalize these factors, there needn't be yet another factor like different FOV.
But what if someone's setup requires a higher FOV? Some tolerances can be expected in a player, but on more extreme setups the FOV looks like binoculars and makes you dizzy. Well, those players can't participate then. <---- This ruling would seem acceptable in the console world, but in the PC world where the setups are so vastly different, I can't say that I agree the rule you posed.
And what if PC and console players play together? In those cases, the FOV absolutely needs to be adjustable because the FOV the average console player needs is radically different from the PC side.
Good idea. (Noted for later.) Originally, I just wanted to start a rational discussion about FOV that doesn't descend (as much) into aggressive stances and expressions on both sides. I just felt that this is possible and overdue (or underrepresented). Then I ended up describing all relevant facts about FOV I could think of.
After posting here, I also posted the text on Reddit and also mailed it home for later use (e.g. on my website), so it's not quite wasted. The Steam Guide idea is a good one, I wanted to eventually create a Guide of some type, anyway.
So, doesn't matter if the post sinks into oblivion.
....
EDIT:
This doesn't work as a guide. Because you can only make Steam Guides based on a game/software, so a general topic like this doesn't fly. I would have to make it specifically about a game, so I guess I won't make a guide out of this post.
For me it's important that the games offer adjustable FOV in single player. I play almost only SP.
"But what about different machine power? The one with the highest framerate wins."
no i think that's not a problem. Even if someone plays with 100 or 200 FPS makes no more difference for the human eye.
Everybody is free to max out the framerate.
FOV and binoculars... do you mean the fisheye effect? (fish and round glass) That has nothing to do with fov.
Apart of that:
A very close or a very far FOV: The view is turning at the position of the character, or not?
Nothing changes except that in one case you have a small character and much of the scenery and in the other case close and big character and less of the scenery.
Right?
Edit: If I dislike a FOV in a game I write it in the review of the game. See my Resident Evil Revelations review.
Of course, but I meant something like 20 vs 30 vs 60 FPS.
When I say "binoculars", I mean the very opposite of fisheye (or fishbowl) effect. When you play a game whose FOV you find too narrow (e.g. like in Resident Evil Revelations; read the review, marked it as "helpful" because it is; I also write about the games' FOVs in my reviews), that is what I call looking through "binoculars". And if the FOV is too wide so that you see distortions, that's what I call "fisheye".
I don't know why you'd say that this has nothing to do with FOV, because it absolutely has. You must be using an angle I'm not getting.
Yes, you can describe it like that (for third person games, e.g. RER), but the geometry of the graphics (especially when in motion, which they are all the time) changes, too, and we need a certain geometry for optimal experience because our vision system has evolved like this. So, it's not just a tactical/taste decision, it's also one of feeling fine with the view as experienced on one's screen (depending on screen size and distance).
I'm not talking about sliders, just the ability to change FOV, even with console commands. cfg tweaking used to be pretty normal IMO.
When I think of changing FOV I don't even think about sliders. I think about opening the console and typing it in.
Ok, I turned it into a guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=763936460
There is no official way to create general guides or guides for Steam, but some nice forum folk suggested to just use the URL directly:
https://steamcommunity.com/sharedfiles/editguide/?appid=753
Just start making a guide for any game, then replace the number in the URL with this one. The number can also be found via https://steamdb.info/
And if you don't, then you shouldn't waste your breath in a FOV-discussion that may pop up elsewhere (e.g. about a game), because then you don't know enough and are unwilling to learn it.
I'm just saying, not a problem either way if you don't digest this, but be wise about how you deal with the topic out there.
In case you didn't try the guide instead of this post, maybe you find it more easily digestible.