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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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.
"On 2646.215 I myself attacked & destroyed TCS Tiger's Claw in my Jalthi heavy fighter"Bakhtosh Redclaw Nar Kiranka
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.
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.
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 customerswho use amd cards.
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...
"On 2646.215 I myself attacked & destroyed TCS Tiger's Claw in my Jalthi heavy fighter"Bakhtosh Redclaw Nar Kiranka
Ray Ban wrote on May 15, 2013, 16:16:
Jason Rubin on 4A Games
I think they deserve a break ...
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.