@limend said in Can we talk about the FOV exploit?:
@thecobra7191 said in Can we talk about the FOV exploit?:
@needsmokes also, lets say they remove the config file. What is stopping people from buying an ultrawide monitor? Are they exploiting too? It has the same effect, just with slightly less vertical fov. Ban all ultrawide monitor users too?
It's not about the advantage it creates but breaking xbox'es TOS. Having wider monitor or xbox controller with 4 extra button does not break it and though is allowed.
Then disallow cross-platform play. There is no way you are going to be able to truly enable a "fair" playing field in terms of hardware between desktops and consoles. Different controls & schemas, hardware performance differences, in your example viewport differences, etc.
There's a design decision to be made about how much variance in advantages is allowed in a game. It's a balance of playability vs. fairness across all configurations. it doesn't matter if it's fair if it's unplayable for a platform and conversely, even if it's built to be "ideal" for each platform, that doesn't mean you can necessarily sacrifice all sense of fairness for that either.
The issue of FOV has to do with our distance to the screen. For desktops, it is natural for the user to focus on the screen to the point where they lose vision of the area around the monitor. This results in the screen-view directly affecting your brain's sense of balance and environement tracking. This doesn't happen for large room areas (consoles or an HTPC with a TV) because your brain still registers the area around the TV. The result is that desktop users need a larger FOV in order for their brain to be able to track movement without getting nausea. If I sit 4-5 feet away from my monitor, I don't get nausea from this game. But then again, I'm not going to do that, this is a PC and a monitor, not a console.
This is the primary reason why games do not implement camera rolling (where the view literally rotates/spins). It causes nausea as your brain tries to map the input from the fluid sensory input in your ears to what your vision sees as "up". Any mismatch and you get nausea.
So, I decided to test a high FOV last night (via configuration file changes only, and FYI, I was doing exclusively PvE while testing so don't think I was abusing).
There are animation and model issues related to the first-person space camera. For example, the player's arms in the first-person space aren't long enough, you can see the end of the model. The guns have the same issue, their models don't look proper at a high FOV. Swimming and various attack and movement animations are distorted and the image is overly warped/skewed compared to other games at the same FOV.
If this was increased past the limits it is at now immediately, many issues would become glaringly apparent. There is a lot more work required to massively increase the FOV besides performance issues on other platforms.
Rare is going to have to change how the first-person space camera reacts to different FOVs before they can enable it. So to everyone complaining, there is a lot of work that will need to be done before you will see this change officially supported on desktops. And then there's also the issue of PvP FOV balancing.
And before any of you make a comment about "Rare's bad design". Most of the games you play have tonnes of tricks in them to make them work. It's just that this game was not designed to operate at higher FOVs, which was fine for console play. You'd be surprised how many of your games would break or act weird if certain small things were allowed.
Nonetheless, there will need to be some changes to the FOV for desktop users because of the aforementioned issues involving nausea and related symptoms. This issue shows that the design is too much in favor of fairness for consoles over playability for desktops, as well as certain design decisions for the consoles requiring a lot of refactoring work to fix desktop issues.