[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
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
||Re: Metro: Last Light HUD
||May 15, 2013, 13:39
mag wrote on May 15, 2013, 12:06:
Frijoles wrote on May 15, 2013, 11:58:
Darks wrote on May 15, 2013, 10:33:
I don't know about the rest of you, but I'm sick and tired of 3D as a whole. They have ruined movies with this crap, you cant even go to the theaters and watch a good movie in Imax anymore without it being in 3D. And the 3D is not even that good.
Wrong 3D. They're not talking about actual 3D (like with Nvidia glasses). The UI is modeled in the game, not a flat 2D interface like most games have. They specifically give us an example:
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.
These are actual models in the game. Why they couldn't get that to work with an adjustable FOV, I don't know. But this has nothing to do with playing the game in 3D. The biggest bug I see in the game right now is that the shadows are flickery as hell.
This really confused me. I haven't played Metro 2033 in a while, but wasn't it the same way?
I believe they put more information on the watch, and though there's still an on-screen ammo counter, they designed it so you can still count your ammo by looking at the weapon when it's disabled. Like say, in Ranger mode.