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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 3.
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32. Re: Metro: Last Light HUD May 15, 2013, 14:17 nin
 
Yakubs wrote on May 15, 2013, 14:14:
RollinThundr wrote on May 15, 2013, 13:55:
Techie714 wrote on May 15, 2013, 11:35:
You people bitch so much about trivial things...Wait this is Blues..Nevermind..lol

No that's pretty spot on. Whiniest group of gamers on the internet.

Yeah, let's use the comments section on this news post ABOUT THE FOV to talk about... uh... how super cool and fun the game is la di da la di da?


Let's be clear: no tears will be shed when rollin leaves...

 
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31. Re: Metro: Last Light HUD May 15, 2013, 14:14 Yakubs
 
RollinThundr wrote on May 15, 2013, 13:55:
Techie714 wrote on May 15, 2013, 11:35:
You people bitch so much about trivial things...Wait this is Blues..Nevermind..lol

No that's pretty spot on. Whiniest group of gamers on the internet.

Yeah, let's use the comments section on this news post ABOUT THE FOV to talk about... uh... how super cool and fun the game is la di da la di da?
 
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30. Re: Metro: Last Light HUD May 15, 2013, 14:04 DangerDog
 
What's the default FOV? 65?  
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29. Re: Metro: Last Light HUD May 15, 2013, 13:55 RollinThundr
 
Techie714 wrote on May 15, 2013, 11:35:
You people bitch so much about trivial things...Wait this is Blues..Nevermind..lol

No that's pretty spot on. Whiniest group of gamers on the internet.
 
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28. Re: Metro: Last Light HUD May 15, 2013, 13:39 jacobvandy
 
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.
 
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27. Re: Metro: Last Light HUD May 15, 2013, 13:37 Porn-O-Matic
 
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!
 
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26. Re: Metro: Last Light HUD May 15, 2013, 12:25 Acleacius
 
Techie714 wrote on May 15, 2013, 11:35:
You people bitch so much about trivial things...Wait this is Blues..Nevermind..lol
Yes being able to play a game you paid $50 without getting sick is trivial! The whole reason developers cut the FOV is to MAKE people feel claustrophobic, which makes people sick.

A cheap horror movie effect like zooming in really close to a face/person. Then, something extremely obvious in normal sight, seems to pop out of nowhere. Since it violates normal sight and perception it's inept design, just like constantly respwaning mobs.

Personally it doesn't make me sick but the fraudulent design breaks scene and world immersion.
 
The people can always be brought to the bidding of the leaders.That is easy.All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger.It works the same way in any country.
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25. Re: Metro: Last Light HUD May 15, 2013, 12:06 mag
 
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?
 
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24. Re: Metro: Last Light HUD May 15, 2013, 11:58 Frijoles
 
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.
 
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23. Re: Metro: Last Light HUD May 15, 2013, 11:52 nin
 
MajorD wrote on May 15, 2013, 11:51:
Techie714 wrote on May 15, 2013, 11:35:
You people bitch so much about trivial things...Wait this is Blues..Nevermind..lol

HAHAHA! Well, it is one way to bring things to light to try and keep lazy developers in check.



Points to both sides there...

 
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22. Re: Metro: Last Light HUD May 15, 2013, 11:51 MajorD
 

Techie714 wrote on May 15, 2013, 11:35:
You people bitch so much about trivial things...Wait this is Blues..Nevermind..lol

HAHAHA! Well, it is one way to bring things to light to try and keep lazy developers in check.

 
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21. Re: Metro: Last Light HUD May 15, 2013, 11:37 FU
 
These same people charging 5 bucks for a game difficulty. They really going to dedicate man hours to fix every animation for the main character ( if that's really the case) in the game so whiny PC gamers can see more of the screen? Hahaha
Koch media is cut-rate outfit looking for a profit on their investment.
 
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20. Re: Metro: Last Light HUD May 15, 2013, 11:35 Techie714
 
You people bitch so much about trivial things...Wait this is Blues..Nevermind..lol  
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19. Re: Metro: Last Light HUD May 15, 2013, 11:27 avianflu
 
Ha! -- you guys should see the narrow FOV in the console version of Far Cry 3. It is like looking through the eye of a needle.

All in all, a narrow FOV isnt a deal breaker and the gameplay vids of Metro look like they created an interesting and immersive game.
 
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18. Re: Metro: Last Light HUD May 15, 2013, 11:20 Creston
 
4A Games, let me explain something: Even BETHESDA managed to make a HUD that scaled with FOV, and they are undoubtedly the worst UI makers in the entire industry.

So congratulations, you've now set a new bar for ineptness. Hey, maybe you can sell the FOV slider for 5 bucks?

Creston
 
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17. Re: Metro: Last Light HUD May 15, 2013, 11:13 necrosis
 
Techie714 wrote on May 15, 2013, 10:55:
Games is a solid game & worth your time & money..period!
http://www.metacritic.com/game/pc/metro-last-light
Not when it makes you throw up after 30 min because the developers are lazy or seriously short sighted.
 
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16. Re: Metro: Last Light HUD May 15, 2013, 11:02 Acleacius
 
nin wrote on May 15, 2013, 09:16:
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.

At least they're honest.

Damn, I was going to stay the complete opposite! These guys are way too smart to NOT know, FOV adjustablity is a known, known, since it affects user health. Secondly the fact that use "Game performance is also tied to FOV" shows their full of crap. Everyone (ok that's a bit of an exaggeration..80% without a doubt) who uses FOV adjustments know it effects performance. It's putting more or less graphic calculations on the screen. Users actually edit config files to effect the game performance in the first place.

Hence these guys released the Hud in beta condition. Actually they should have fixed it in alpha, so I'm giving them WAY more credit than they deserve.
 
The people can always be brought to the bidding of the leaders.That is easy.All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger.It works the same way in any country.
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15. Re: Metro: Last Light HUD May 15, 2013, 10:58 dumpy
 
I'm playing through at the moment, and it's great fun. I have noticed a couple of graphical glitches, but nothing game breaking. I tend to dislike tight FOV as it makes me uneasy, but the use in this case aids the development of a very immersive atmosphere. The development team have done an amazing job, on my 7 year old computer, it runs on near optimal settings flawlessly. I get the impression that some people feel they were entitled to adjustable FOV? A shame that something so trivial has so much sway.  
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14. Re: Metro: Last Light HUD May 15, 2013, 10:56 InBlack
 
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.

Most movies get a quick run over conversion to 3D and they pass it off on the public. the recent studies and survey have shown the public is loosing interest in 3D. to many people complaining about head aches and bad color quality in 3D movies. So I say, fuck 3D and trying to bring into games where it really doesn't belong.

Prometheus had phenomenal 3d...too bad the movie itself sucked donkey balls.
 
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13. Re: Metro: Last Light HUD May 15, 2013, 10:55 Techie714
 
Games is a solid game & worth your time & money..period!
http://www.metacritic.com/game/pc/metro-last-light
 
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72 Replies. 4 pages. Viewing page 3.
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