[May 15, 2013, 09:13 am ET] - Share - Viewing Comments
have an update from Professor Pew, spokesperson for 4A Games,
and esteemed doctor of pew-pew, who explains the situation regarding
locked field of view
in Metro: Last Light
, their new shooter sequel
). It turns out the problem is that allowing adjustable FOV
would conflict with their 3D HUD (which arguably means the HUD should have been
reworked, rather than FOV locked). They are contemplating their options for a
long term fix, and in the meantime are planning a game update "in the next few
days" to allow players to adjust the FOV by directly editing CFG files, though
this will indeed mess with the HUD. Here's word:
We're aware the community
have been asking for a 'Field of View' slider for Metro: Last Light.
Unfortunately, this was not as simple a thing to implement as it might appear!
The main reason for maintaining a fixed FOV is because we have 3D elements like
the watch and weapon ammo that need to remain visible.
In addition, all the game's first-person cut scenes and cinematics and each and
every animation involving Artyom's hands - idle weapon animations, reloads,
ladder climbing, melee attacks etc, - were created assuming the same, fixed
field of view.
Changing the FOV would break all the cut-scenes and animations - you would be
able to see inside Artyom's arms, or they would appear to float in the air in
front of you. Or worse.
We had considered offering three FOV pre-sets, but this would still require
significant work to re-do every animation, adjust the HUD and UI and other
seemingly small but incredibly time consuming tasks.
Even with a wider but still fixed field of view, Artyom's hands would look too
far away. We know - we tried.
Game performance is also tied to FOV - the amount of geometric detail we put in
each scene has been partly determined by this set FOV, and setting a wider FOV
would have a performance impact.
We understand this issue is important to many people, and we have been looking
at possible solutions.
In the immediate term - the next title update, due in the next few days will
allow you to directly change the FOV in the .cfg files.
This may well trigger a number of issues listed above - you have been
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||Re: Metro: Last Light HUD
||May 15, 2013, 13:37
|This is such stupid crap. Whether it makes people sick or not, while important, is not the point. The point is to give players the power to choose how they want it to look, for whatever reason. After countless FPS games being bashed for having locked FOV's, I can't BELIEVE that there are still idiot developers out there that still don't "get it".
So developers have some reasons for a narrow FOV, such as performance. Well, let the PLAYER decide if he's willing to trade performance for a wider FOV. It is NOT the developer's place to decide that for us!!!
To game devs; if your 3D engine, or your HUD, or whatever, makes adjustable FOV "difficult to implement", well, guess what, dumbasses... you need to rewrite your fucking code so that it IS easy to implement. End of story! There should never be a discussion on this. The rule should be: If you're making an FPS game, then adjustable FOV is mandatory, no questions asked. Ever. It doesn't matter what sort of gameplay you're going for, you can rest assured that players are going to want to change the FOV! They aren't going to give two shits about WHY you locked the FOV, whether it was for performance reasons, or the "look and feel" of the gameplay, or any other reason. You should KNOW THIS by now! OMFG!