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Metro: Last Light HUD "Fix" Inbound

The Steam Forums have an update from Professor Pew, spokesperson for 4A Games, and esteemed doctor of pew-pew, who explains the situation regarding the locked field of view in Metro: Last Light, their new shooter sequel (thanks Strategy Informer). 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 warned!

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72 Replies. 4 pages. Viewing page 1.
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72. Re: Metro: Last Light HUD May 22, 2013, 10:11 Quinn
 
Metro LL is a FPAA (first person action adventure :P). It's not your typical shooter. In fact, I finished the game with hardly firing a shot. The game(world) is, however, very immersive and the story engaging. Because of 2 different endings dependent on certain decisions you have to make as Artyom, the game managed to pull me into him quite nicely.

Worth every penny!
 
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71. Re: Metro: Last Light HUD May 22, 2013, 05:42 vrok
 
Surprise, surprise, the game works fine with adjustable FOV within reason and this was mostly bullshit. Too bad the game is still generic, boring and broken.  
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70. Re: Metro: Last Light HUD May 19, 2013, 14:02 Quinn
 
Ray, I understand your argument of it being dumbed down. However, to me.. the rest of your list came over as an incredible fit of nitpicking. To you it feels like more than that, I understand, but to me you put Last Light in too much of a bad light. Which is why I reply accordingly, for the record

Coincidently I'm at the exact same spot your game crashes (mine doesn't crash there btw). So far, I'm nothing but excited. Can't wait to continue when I can!

But it's definitely dumbed down. The game is simply too easy so far.
 
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69. Re: Metro: Last Light HUD May 19, 2013, 12:36 nin
 
a great online retailer which now offers payment through Paypal

Oh shit - finally! Excellent...

 
http://www.nin.com/pub/tension/
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68. Re: Metro: Last Light HUD May 19, 2013, 12:29 Ray Marden
 
The game is okay, but not quite what I was hoping for - it's like they put a dumb shooter in the world of Metro 2033. I am glad it is not as tedious as the first game was, but the world feels a bit small and cheap now.

Overall, I would give it a 7.5 out of 10, but it needs to do more with the world or gameplay and the various rough edges keep getting on my nerves - monsters respawning in front of me, the spider monsters not always reacting to my flashlight, NPCs pushing my character out of the way, minor animation issues with my character (immediate crouching, melee kill animation bugs,) scripts not triggering promptly, lots of standing around listening to exposition, overpowered (when it works) to utterly broken (why can I not knock out or stab this NPC???) stealth mechanics, loading new level data every 5 minutes or so, DLC for the full game, etc.

I just got to the point where you crash through the barrier with the rail car and meet up with the caravan and my game, after hours of no issues, is locking up immediately. The forums indicate this could be an issue with a gamepad, Logitech software, or AMD hardware, but it is just one more little thing...
Full disclosure: I'm running Crossfire with the beta drives, too.
I only paid $37.50 through GMG (a great online retailer which now offers payment through Paypal - no more whining!,) but I feel like I overpaid slightly or it could use another patch or two. I think my "ultimate" Metro game would actually be a blend of 2033 and Last Light.

Liking the idea more than the execution,
Ray
 
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67. Re: Metro: Last Light HUD May 18, 2013, 17:59 theyarecomingforyou
 
I'm not sensitive to FOV in games, so I don't have a problem with it. That said, I do think that all developers should implement it as standard - that's especially true for a game like this, where there has obviously been a lot of effort put into the PC version.

I'm loving the game so far. It's better than the original in pretty much every way - performance, narrative, gameplay, level design, etc. Very glad I bought it.
 
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66. Re: Metro: Last Light HUD May 18, 2013, 11:51 Quinn
 
I'm sitting half a meter away from my 27" monitor... and I have no problem with the FOV this time. Weird! Skyrim's unadjusted FOV made my head spin.

The difference is claustrophobic environment vs open world, I guess.
 
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65. Re: Metro: Last Light HUD May 16, 2013, 11:21 Creston
 
Denthor wrote on May 15, 2013, 19:16:
seriously thats why the fov is so low. It's designed for someone looking at a screen 10+ feet away.

That, and if the 360 and PS3 had to render this game with a FOV of 90 they'd both turn into smoldering piles of cinder in approximately 2 minutes.

Jerykk's post @62 made a lot of sense. Like I said, most other developers can have a changing FOV without it essentially breaking the game, why can't these guys?

Creston
 
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64. Re: Metro: Last Light HUD May 16, 2013, 05:53 KilrathiAce
 
Prez, problem is the game has major issues on AMD hardware and on twitter I get answers like "hey its amd fault their cards suck" or "this game was made for nvidia deal with it"

Its really annoying thats all there is to it.UPDATE= They released a patch that supposed to fix issues on ATI cards which is good news but I havent had time to test or read comments about it yet

As for the problems with design of the game and FOV situation, this is result of console design, they only thought of FOV changing after the design, engine and game was all complete it seems. In terms of PC game development this is a major mistake especially when it comes to engine development. Why should one care? Because the FOV in game is just awful you could get dizzy.

Of course this game and developers are worthy and doing great job for their budgets etc.... but doing difficulty mode as an DLC is a bit too much especially considering ranger mode is not even fully polished product to begin with(no way to check your ammo at all except at trader etc...). *IF they gonna charge for one of the difficulty modes that should be free once someone purchased the game then *AT LEAST* show me that they earned this by PLAYTESTING AND POLISHING THIS DLC. Otherwise its like spitting in customer face and asking for more money.

This comment was edited on May 16, 2013, 06:01.
 
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63. Re: Metro: Last Light HUD May 16, 2013, 04:26 InBlack
 
Prez wrote on May 16, 2013, 00:54:
Overon wrote on May 15, 2013, 22:35:
The very purpose of a forum like this is to discuss games. How can you discuss games without discussing perceived problems? How can you discuss anything if criticisms of that very thing you are discussing are off the table? This attitude makes no logical sense.

Exactly. I can be 100% behind the 4A dev team for makming what looks to be an outstanding game - clearly the team has some serious skill and pasion - and still criticize their short-sightedness in making design choices that lock them into an overly claustrophobic field of vision. One that is almost universally considered unacceptable in the PC space.

Shhhhhh, how dare you make a sensible logical post on Bluesnews. Cant you see we are trying to spread the hate here?
 
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62. Re: Metro: Last Light HUD May 16, 2013, 01:15 Jerykk
 
Are they really using the same render layer for both the viewmodel and world? That's stupid. If you're making an FPS, the viewmodel should be on a separate layer from the world, allowing you to adjust the FOVs separately. If you need the viewmodel to interact with something in the world, just temporarily change the viewmodel FOV during these interactions. Or you could just change the world FOV. I think Bioshock Infinite did that. Seeing the camera zoom in is a bit weird at first but a worthwhile compromise for overall playability when it actually matters. Or you could temporarily put the interactive objects on the same layer as the viewmodel.

There are a lot of ways to work around this problem and other games have done it before.
 
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61. Re: Metro: Last Light HUD May 16, 2013, 00:54 Prez
 
Overon wrote on May 15, 2013, 22:35:
The very purpose of a forum like this is to discuss games. How can you discuss games without discussing perceived problems? How can you discuss anything if criticisms of that very thing you are discussing are off the table? This attitude makes no logical sense.

Exactly. I can be 100% behind the 4A dev team for makming what looks to be an outstanding game - clearly the team has some serious skill and pasion - and still criticize their short-sightedness in making design choices that lock them into an overly claustrophobic field of vision. One that is almost universally considered unacceptable in the PC space.
 
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60. Re: Metro: Last Light HUD May 15, 2013, 22:42 DarkCntry
 
There are apparently only two types of people on gaming forums, haters/whiners and fanboys(girls)/shills.

Sadly, moderate discussion is relegated to simple metrics of "if positive = shill" and "if negative = whiner".

Personally, having understand the intricacies of game development, I generally sympathize with developers and rather not publicly denounce their 'abilities'...of course, that has labeled me as a fanboy far too many times.
 
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59. Re: Metro: Last Light HUD May 15, 2013, 22:35 Overon
 
The very purpose of a forum like this is to discuss games. How can you discuss games without discussing perceived problems? How can you discuss anything if criticisms of that very thing you are discussing are off the table? This attitude makes no logical sense.  
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58. Re: Metro: Last Light HUD May 15, 2013, 21:46 Prez
 
So many whiners about Bluesnews posters, yet they keep coming back, continually whining about whining. If that isn't delicious irony, I don't know what is. Please, guys, don't let the door hit you in your fat ass.  
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57. Re: Metro: Last Light HUD May 15, 2013, 21:33 MajorD
 

KilrathiAce wrote on May 15, 2013, 19:53:
They need to fix horrible performance and graphical glitches on AMD cards. I know this game is one of the NVIDIA sponsored (the way its meant to be played) titles but if they are not going to support AMD at all then why not throw in nvidia cards only in requirements? They clearly dont care about pc customers who use amd cards.

 
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56. Re: Metro: Last Light HUD May 15, 2013, 20:06 NKD
 
eRe4s3r wrote on May 15, 2013, 19:29:
Ray Ban wrote on May 15, 2013, 16:16:
Jason Rubin on 4A Games


I think they deserve a break ...

Explains why all these eastern developers make grim and depressing games. They just need to step outside to see the game world they are making as a facsimile...

Only cold, dark, and no potato...
 
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55. Re: Metro: Last Light HUD May 15, 2013, 19:53 KilrathiAce
 
They need to fix horrible performance and graphical glitches on AMD cards. I know this game is one of the NVIDIA sponsored (the way its meant to be played) titles but if they are not going to support AMD at all then why not throw in nvidia cards only in requirements? They clearly dont care about pc customers who use amd cards.  
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54. Re: Metro: Last Light HUD May 15, 2013, 19:29 eRe4s3r
 
Ray Ban wrote on May 15, 2013, 16:16:
Jason Rubin on 4A Games


I think they deserve a break ...

Explains why all these eastern developers make grim and depressing games. They just need to step outside to see the game world they are making as a facsimile...
 
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53. Re: Metro: Last Light HUD May 15, 2013, 19:16 Denthor
 
shihonage wrote on May 15, 2013, 18:45:
Solution to all problems: design the game with fixed FOV of 90.

90 is the FOV that doesn't cause motion sickness.

This is not as good as having an FOV slider, but a fuckton better than a fixed low FOV.

BUT THE CONSOLES WONT SOMEBODY THINK OF THE CONSOLES.

seriously thats why the fov is so low. It's designed for someone looking at a screen 10+ feet away.

Fucks me why they will port it to a pc then spend next to no time to fix these sort of things - greed i guess, poor dev choices another? Either way it's retarded.
 
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72 Replies. 4 pages. Viewing page 1.
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