Fov

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StaticBroom said:
The announcement today gave us more details to the 2.0 release, which included a new aspect ratio setting (regardless of the game's resolution setting). I really hope this helps with nausea I experience when I play, as I understand that modifying the aspect ratio is a different type of setting than modifying the Field of View (FOV).

As long as I don't have to go lay down for an hour after playing for 10 minutes, I'm going to be a very happy person!

Wow! I thought I was the only one who gets that. Everyone I know would laugh at me because I would never be able to play games that have the current witcher 2 FOV or any 1st person view because I could only hold out for about 40min to an hour before I too would have to lie down. Once a long time ago while I was playing the original Doom, I held out for almost 2 hours and I almost ended up vomiting on the floor. Never did, but even the next day after I slept it off and all, my gut was still aching

But ahem, yeah glad to see they are gonna fix it.
 
I understand what you mean, Maxx, and I really don't quite "get it" myself. I poked around in different forums and sites with information on the subject. If I understand it correctly, the game engine has to be built from scratch with the concept of FOV. Whether the game devs allow you to set it or not, if the engine wasn't built to support it...it cannot be added in unless a major change to the entire game engine is attempted.

As an example, I purchased the Steam version of Borderlands. I got nauseous playing that game, too. There isn't an FOV setting in the game. However, FOV settings were technically built into the game engine...meaning...it is possible to modify the Borderlands system files and increase the FOV setting. It worked for me, and I stopped getting sick when I played.

TW2 doesn't seem to have FOV settings built into the game in any way (not behind the scenes in a config file, not a slider in the game options, etc.). I believe that, because it doesn't exist, the best that the devs can do is make the aspect ratio something that can be changed.

I feel I must apologize, though. I'm not a specialist at this sort of talk...and I'm not 100% sure that I'm correct in this post. I did get this data from various other websites\forums. I realize that this answer does not solve the issue. But, perhaps it could help you to understand "why they won't fix" the game.
 
The Fov is to Zoom in for 16.9 1920x1080 the Fov should be 90


Hello,


Thank you for contacting The Witcher 2 Support.




Unfortunately we do not plan any hotfixes in the near future. Patch 2.0 was released 29.09 and it contains all recent fixes. Our QA department has not encountered any such issues on similar setups (large widescreen displays). Could you please take a photo of your display when playing the game? I'm asking because maybe this is just how the game is supposed to look and feel.
 
So right now you can chose to play with black bars or getting seasick from the zoomed in view. Way to go for a "NextGen-Game".

They say PC was the primary platform yet you can't even zoom out using the mouse wheel. This has been a standard of 3rd person view for ages.
 
In case CDPR reads this post, I would like to provide an update. I have installed the 2.0 patch. The mouse is less twitchy. I believe that has helped my nausea in many cases. I did not expect that to help, but it has. Unfortunately, there are still times when I get sick while I play. Although setting the aspect ratio is a welcome addition to TW2...I would still like to continue asking for a Field of View (FOV) slider.

I am aware that some fan made programs used to exist for TW2 that increased the FOV, but (as of this post) they are now incompatible with the game. I realize that the addition of a greater FOV may be difficult. Hopefully, however, this issue can be referenced in later CDPR games. I am very grateful for the effort that CDPR has put into this game. I'm not sure how much more development will go into TW2 before CDPR dives into their next new project...but if there is any way that the game can be given an adjustable FOV...there are many people that would appreciate this very much.

As a whole I would like to thank you, CDPR, for a great game. It says a lot that I am willing dying to play enough that I will ignore the sick feeling I sometimes encounter while playing :).

My question to the community: If anyone is aware of a custom fan made program that adjusts the Field of View (FOV) for TW2, please reply in this thread. I'm aware that Flawless Widescreen had this option at one point, but not any longer...and the program no longer works due to updates\patches in TW2.
 
onkl said:
So right now you can chose to play with black bars or getting seasick from the zoomed in view. Way to go for a "NextGen-Game".

They say PC was the primary platform yet you can't even zoom out using the mouse wheel. This has been a standard of 3rd person view for ages.
Read patch 2.0 note, notice all those "targeting fix" "target lock fix"?

Why? What happen to my mouse pointer?
WHY CAN'T i JUST POINT AND CLICK THE TARGET?

Because PC is NEVER the primary platform.
Because when they made Wticher 2 they made it for a DUAL STICK CONSOLE controller.

Pity, huh?
I loved Witcher 1 - But I don't think I'd ever finish Witcher 2,
I got pissed off everytime I launch the game
 
It doesn't even need to be FoV, simply moving the camera farther away would already improve the situation.
 
TheNevers said:
I'd vote for isometric control.

You do realize, that means removing a huge chunk of combat in Witcher 2 out of the game!.

1. Because Left click and Right click in the game are put up as alternate attacks for quick and strong attacks.

2. Keyboard direction keys are tethered to Geralts movement while fighting in over-the-shoulder-camera-view, which is also connected to roll/evade. So how will you scroll across the screens, by moving mouse to the edges of the screen!..

3. Even if we do manage to put in the quick and strong attacks to keyboard controls, how will you use block and use signs!. How many buttons can you press at a time, when combat is dynamic, fast! and random!.

-Edit-

Either case; Witcher 2 will either be the same as Witcher 1 in terms of non-story aspects, or combat encounters to be like dragon age games, or combat encounters to be like strategy games. (the last two options will suck for a witcher game)
 
AnarkiHunter said:
1. Because Left click and Right click in the game are put up as alternate attacks for quick and strong attacks.
click for light attack, hold for strong attack. or,
mid button for camera, map sign to key. or,
use the quick menu to cast sign directly. or, etc.

I'm sure I can come up with more working alternative,
but then they're paid to make the game, not me.

AnarkiHunter said:
2. Keyboard direction keys are tethered to Geralts movement while fighting in over-the-shoulder-camera-view, which is also connected to roll/evade. So how will you scroll across the screens, by moving mouse to the edges of the screen!..
isometric camera doesn't necessarily come with scrolling

AnarkiHunter said:
3. Even if we do manage to put in the quick and strong attacks to keyboard controls, how will you use block and use signs!. How many buttons can you press at a time, when combat is dynamic, fast! and random!.
dynamic fast or random combat doesn't require OTS camera, see diablo, torchlight, etc.
edit: witcher 2 combat is...fast? I don't feel like that.
Geralt always felt "locked" in his attack animation,
He move faster in witcher 1 too.
Witcher 1 feels faster than 2 overall.

AnarkiHunter said:
Either case; Witcher 2 will either be the same as Witcher 1 in terms of non-story aspects, or combat encounters to be like dragon age games, or combat encounters to be like strategy games. (the last two options will suck for a witcher game)
Why would it suck to like dragon age?
 
Ah, I don't like side tracking from the actual topic.

TheNevers said:
click for light attack, hold for strong attack. or,
mid button for camera, map sign to key. or,
use the quick menu to cast sign directly. or, etc.

I'm sure I can come up with more working alternative,
but then they're paid to make the game, not me.


isometric camera doesn't necessarily come with scrolling

As you have clearly indicated it yourself, if they need to put in isometric view..they'll need to change a huge chunk in combat.

TheNevers said:
dynamic fast or random combat doesn't require OTS camera, see diablo, torchlight, etc.
edit: witcher 2 combat is...fast? I don't feel like that.
Geralt always felt "locked" in his attack animation,
He move faster in witcher 1 too.
Witcher 1 feels faster than 2 overall.

Note: Witcher 1 had isometric view because it ran on Aurora engine, then over that the Dev's implemented over the shoulder camera because they felt that is how the game should be from their vision/concept/idea*. (else there would be no need for it)

Geralt ran fast in Witcher 1, probably because movement was scripted/restricted/locked to the Aurora Engine's capability for acceptable behavior like tiled or step movement. (funny though that most of the attacks in Witcher 1 seem static, like Geralt standing in a single location and attacking opponents...or move a single tile ahead with certain attacks)

In Witcher 2, Geralt's movement is no longer restricted due to above limitations and moves freely..also the movement is a bit realistic than Geralt doing super fast moonwalking in Witcher 1.

Also I don't see the hero's Diablo (1,2 or 3) or Torchlight (1 or 2) moving dynamically while fighting, instead most of the fighting in either of these games takes place by standing still and swinging a sword executing same repeated actions all the time*.

TheNevers said:
Why would it suck to like dragon age?

I didn't say Dragon Age Origins sucked, I just said it would suck to have them for a Witcher game. Wouldn't fit the theme...etc...
 
LicaonKter said:
nope, Field of view is different for different aspect ratios, but it's way small for 5:4/4:3
you get 53 degrees for what aspect ratio?

PLEASE EVERYONE STOP CONFUSING ASPECT RATIO WITH FOV, pretty please :p

FOV is the angle between vertical planes (left and right) of viewing (camera) frustum[1]. It has nothing to do with screen aspect ratio.

Terminology:

5:4 or 4:3 is aspect ratio (how is screen width related to height, so it tells about the shape of "window" you observe the 3d world through)

FOV is camera viewing angle (how "wide" do your eyes see the 3d world, the bigger FOV, the wider your see: 360 degrees of FOV = you see everything around regardless how wide your screen is)

Anyway, 2.0 finally adds possibility to manually specify aspect ratio so this case is closed I believe.

1. http://en.wikipedia.org/wiki/Viewing_frustum

regards
 
FOV is camera viewing angle (how "wide" do your eyes see the 3D world, the bigger FOV, the wider you Can See.
 
reavertm said:
PLEASE EVERYONE STOP CONFUSING ASPECT RATIO WITH FOV, pretty please :p
FOV is the angle between vertical planes (left and right) of viewing (camera) frustum[1]. It has nothing to do with screen aspect ratio.
no one confused FoV with aspect ratio, read the posts again

ok, maybe I wasn't that clear, my bad, let me rephrase:
Field of View is different IN THIS GAME for EACH aspect ratio AND it's way smaller for 5:4/4:3
you get 53 degrees for what aspect ratio?
better?

Let me repost my pictures:


Hacked FoV switch by the user Hayden of WSGF:


Is the field of view different with each aspect ratio in THIS GAME or not?


And I did test the aspect ratio switch in 2.0 and in my case for 1920x1200 ( 16:10 ) using a 16:9 aspect ratio in game ( as per Configurator setting ) would yield BLACK BARS ON TOP AND BOTTOM OF THE SCREEN, so, I guess this is not fixed in any way, as we said before a FoV switch is needed.
 
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