Alright i know this is a strange question, but hear me out.
I'm interested in game development and i think there are some interesting shenanigans going on when it comes to the first person view.
Allow me to explain:
Normally, developers have a fixed FoV for arms, weaponry and anything that is usually close by.
This is useful for making sure the player will be seeing their character as intended, otherwise increasing the FOV will stretch the arms/weapons (see tf2) and decreasing it may hide useful details.
This means there's 1 camera that has a fixed FOV and is overlaid on top of a camera with an adjustable FOV.
However this solution has some issues, since whatever your character is doing doesn't match with the rest.
For example if your gun shoots "real bullets" rather than being hitscan with some flashy effects (borderlands has a ton of those for example) you may see the projectile spawn out of thin air or behind the gun based on your FOV.
Additionally if you try to grab something it'll look like you're holding onto nothing as the two views won't be aligned.
Usually there are 2 workarounds:
1. Bring the object you're interacting with into the fixed fov or change the fov temporarily to match.
This can cause odd looking results at times and/or be jarring if not done properly.
An example would be doom eternal's melee executions, during which the field of view changes to match the first person camera, the transition is hidden by the dash.
This however isn't the solution used for cyberpunk, otherwise it'd be impossible for V to hold the tubes seen in the nomad intro and i couldn't see any change in the field of view either.
2. Bring the arms "to the real world".
This means having one set of arms/weapons/whatever to be used while fighting and the likes and another set of arms (usually attached to the rest of the model), then switching between the two.
The caveat here is that you generally must have the arms leave the player's view while making the switch.
This seems to be cp2077's approach:
You can see how fighting scenes have the hands be very very close to the screen, this is the fixed fov camera, in this mode you'll never be able to see your shoulders for instance. Games like borderlands 3 with full body awareness specifically avoid certain rotations to keep the player from seeing too much (for example while sliding your view is forced forward, you can't look down. GTA5 has a similar solution as it prevents you from looking down while jumping).
Meanwhile scenes like the nomad intro or V holding a glass feature the shoulders/jacket at times, meaning you're seeing the entire 3D model at once, the fixed FOV camera is disabled.
The caveat with this solution is that you're generally forced to completely hide the arms when switching between the two.
This explains why the arms are hidden while roaming around and there are a lot of interactions where the arms "come and go".
However how does V give the chip to Royce during the Maelstrom gameplay footage? See here:
If cp2077 is using the 2nd approach (which, again, you can see V hide her arms and weapon after handing over the chip, the ones you're seeing in the exchange are the "real" arms, which is why her hand goes behind Royce's and her gun clips his arm a bit) wouldn't this scene look odd when tinkering with the field of view?
I'd love to know whether compromises were made at some point where some cutscene or interaction will look somewhat strange for people with high FOV and wide screens or if there were some really clever solutions to tackle this problem, akin to what the Dying Light devs had to resort to:
I'd absolutely love some insight on the topic, i find it super interesting.
But yeah, looking forward to get my hands on the game and tinker with it a bit. <3
I'm interested in game development and i think there are some interesting shenanigans going on when it comes to the first person view.
Allow me to explain:
Normally, developers have a fixed FoV for arms, weaponry and anything that is usually close by.
This is useful for making sure the player will be seeing their character as intended, otherwise increasing the FOV will stretch the arms/weapons (see tf2) and decreasing it may hide useful details.
This means there's 1 camera that has a fixed FOV and is overlaid on top of a camera with an adjustable FOV.
However this solution has some issues, since whatever your character is doing doesn't match with the rest.
For example if your gun shoots "real bullets" rather than being hitscan with some flashy effects (borderlands has a ton of those for example) you may see the projectile spawn out of thin air or behind the gun based on your FOV.
Additionally if you try to grab something it'll look like you're holding onto nothing as the two views won't be aligned.
Usually there are 2 workarounds:
1. Bring the object you're interacting with into the fixed fov or change the fov temporarily to match.
This can cause odd looking results at times and/or be jarring if not done properly.
An example would be doom eternal's melee executions, during which the field of view changes to match the first person camera, the transition is hidden by the dash.
This however isn't the solution used for cyberpunk, otherwise it'd be impossible for V to hold the tubes seen in the nomad intro and i couldn't see any change in the field of view either.
2. Bring the arms "to the real world".
This means having one set of arms/weapons/whatever to be used while fighting and the likes and another set of arms (usually attached to the rest of the model), then switching between the two.
The caveat here is that you generally must have the arms leave the player's view while making the switch.
This seems to be cp2077's approach:
You can see how fighting scenes have the hands be very very close to the screen, this is the fixed fov camera, in this mode you'll never be able to see your shoulders for instance. Games like borderlands 3 with full body awareness specifically avoid certain rotations to keep the player from seeing too much (for example while sliding your view is forced forward, you can't look down. GTA5 has a similar solution as it prevents you from looking down while jumping).
Meanwhile scenes like the nomad intro or V holding a glass feature the shoulders/jacket at times, meaning you're seeing the entire 3D model at once, the fixed FOV camera is disabled.
The caveat with this solution is that you're generally forced to completely hide the arms when switching between the two.
This explains why the arms are hidden while roaming around and there are a lot of interactions where the arms "come and go".
However how does V give the chip to Royce during the Maelstrom gameplay footage? See here:
I'd love to know whether compromises were made at some point where some cutscene or interaction will look somewhat strange for people with high FOV and wide screens or if there were some really clever solutions to tackle this problem, akin to what the Dying Light devs had to resort to:
I'd absolutely love some insight on the topic, i find it super interesting.
But yeah, looking forward to get my hands on the game and tinker with it a bit. <3