Metro: Last Light Dev Explains Locked FOV

Recommended Videos

Smooth Operator

New member
Oct 5, 2010
8,156
0
0
ABigCow said:
The game is designed around having the player's hands interact with the world, flipping switches and such. In order for that to happen, the hands need to have the same FOV as the rest of the world.
Or you pull the differing FoV together at interaction points, this is really basic functionality every dev should know by now, as are control rebinds...
Yes it's a real ***** getting that in post launch but you either learn the easy or the hard way.
 

shial

New member
Jan 5, 2009
47
0
0
Woodsey said:
Bravo Company said:
I've never been able to notice a difference in FoV. Changing the FoV doesn't seem to make a difference to me in most games. What exactly does the FoV change? All I notice is how close/far the arms/gun seem to be from the character.

Default FoVs have always been fine for me and my friend, however my other friend who plays the same games we do, will occasionally complain about the FoV being too low and causing him to become nauseous. What am I not seeing here?
It affects peripheral vision, so how wide your view is of the world. It's nauseating because it feels like you're wearing blinkers with binoculars also strapped to your eyes and you feel like you can't see everything you'd naturally be able to.

It ranges from headaches to a general queasiness for me. A lot of people seem to get it and don't understand what's causing it.
My understanding is it has to do with the disconnect between what is on the screen and what your body is telling you.

Headaches come from your eyes trying to overcompensate and focus on 3D objects that are on a 2D surface, fast movement your eyes are telling your brain you are moving and your inner ear is arguing that you are not so your brain gets confused and causes the nausea. FoV likewise affects your eyes since your eyes are sending the view with blinders to your brain which is panicking at not seeing peripheral vision that matches up.
 

Woodsey

New member
Aug 9, 2009
14,548
0
0
shial said:
Woodsey said:
Bravo Company said:
I've never been able to notice a difference in FoV. Changing the FoV doesn't seem to make a difference to me in most games. What exactly does the FoV change? All I notice is how close/far the arms/gun seem to be from the character.

Default FoVs have always been fine for me and my friend, however my other friend who plays the same games we do, will occasionally complain about the FoV being too low and causing him to become nauseous. What am I not seeing here?
It affects peripheral vision, so how wide your view is of the world. It's nauseating because it feels like you're wearing blinkers with binoculars also strapped to your eyes and you feel like you can't see everything you'd naturally be able to.

It ranges from headaches to a general queasiness for me. A lot of people seem to get it and don't understand what's causing it.
My understanding is it has to do with the disconnect between what is on the screen and what your body is telling you.

Headaches come from your eyes trying to overcompensate and focus on 3D objects that are on a 2D surface, fast movement your eyes are telling your brain you are moving and your inner ear is arguing that you are not so your brain gets confused and causes the nausea. FoV likewise affects your eyes since your eyes are sending the view with blinders to your brain which is panicking at not seeing peripheral vision that matches up.
It's also just generally disorientating to be getting attacked by something you should otherwise be able to see. But yeah, pain in the arse.

JohnnyDelRay said:
What is the FOV of this game anyway? I remember a few of my friends getting sick playing HL2, which was about 75 if I'm not mistaken? HL2 was fine for me, but anything less than that, started to make me feel ill, though only on longer gaming sessions.
HL2 does have a slider. Goes up to at least 90.