MazeMind on 22/12/2006 at 01:51
Hello all. Wondering if there's any way to modify the Field of View to something a little wider than the default. I think the game may be a little more immersive if I could just widen the FOV to perhaps 105 or there abouts.
Thanks for any replies!
CyberFish on 22/12/2006 at 10:37
I have a feeling that even if you did manage to do this, you'd end up with all the guards looking extremely tall and thin.
Muzman on 22/12/2006 at 14:51
It's more 'small and far away when they're actually relatively close' with some distortion as you turn your view (well 105 isn't that bad).
Smaller FOVs ought to be more immersive, down to about 65 degrees. To accurately simulate space the screen FOV ought to be a fraction of your own FOV (unless you lean really close or have some absolutely huge screen).
Works for me anyway. The default of Thief: DS was pretty cool I thought, better than standard FPS fields-of-view. I even leave the zoom on slightly in Thief 2.
MazeMind on 23/12/2006 at 00:41
I remember in quake 1 my friend would set his fov to like 140 and absolutely kick some butt. It comes down to personal preference. For me, the fact that my periphial vision is so limited annoys me to no end. I generally find 100-120 to be what I prefer. I find the distortion at the edges rather immersive because it enhances the feeling of movement.
New Horizon over in the editor thread said:
The FOV is controlled by the t3gamesys files. You would need to open up T3Ed and alter the gamesys from there. There are tutorials on the wiki for using T3Ed and saving a custom gamesys, I can't remember exactly where the changes need to be made since it has been a long time since I opened up T3Ed. Definitely under the player settings though.
I'll have to check that out!
Muzman on 23/12/2006 at 07:11
Yeah it was a common stunt among hard core deathmatchers (probably still is, where the option exists). Means there's less room to get blindsided by an opponent, which was a huge advantage in Quake since there were no footstep sounds.
It's only more immersive in Thief DS if you are under the impression that Garrett is not a person but a racing car with arms and legs (and the mental discontinuity between the apparent speed of travel and the apparent distances travelled doesn't bother you)