The FoV cap change was implemented mostly due to performance issues. There are other aspects of it that need work as well. The weapon specific fov changes were removed due to a bug that would cause players not to hit what they were shooting at. Both of these were last minute additions to the game that did not work out properly. So they have been rolled back out for additional work/changes as needed.
Yoshiro
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Tue Sep 13, 2011 3:17 am
Jo3_23
Brigadier General
Joined: Sat May 01, 2010 10:31 am Posts: 1695 Location: UK, Merseyside, Southport
Re: Tripwire Locks FOV at 75
I personally can't stand a low FOV (not that this is anywhere near as bad as COD or BFBC2 when it came out), so i found a work around.
1. Go to C:\Users\<UserName>\Documents\My Games\RedOrchestra2\ROGame\Config.
2. open RoGame.ini file in notepad.
3. fined PlayerFOV (or just search FOV).
4. Set it to what you want and save.
5. Now right click on the file go to properties and make it read only.
now working
Without
With
Quote:
I'll reiterate and expand on what Yoshiro said. The ability to adjust the FOV between 70-90, as well as the ability to set different FOV zoom for ironsights were features that were added very late in the dev. Mostly I did it as a personal favor to Zetsumei, and I stayed late one nite and worked til almost 2 in the morning one evening to get those features added into the game (unplanned and unscheduled features). Both of the features ended up causing a lot of bugs. We spent a LOT of time trying to fix the bugs (too much time to be honest) and decided to pull official support for these last minute features.
The game was developed for 5 years with a default FOV of 70 (on a 4:3 monitor, which is actually 80+ FOV on a widescreen monitor, which is pretty close to the FOV of Ostfront). After testing with 90 we discovered it caused a lot MORE clipping issues (yes there are a few remaining clipping issues at 70 degrees, but they are FAR worse at 90). They were bad enough we felt we couldn't officially support them for shipping, and there wasn't time to fix bugs in an unplanned feature. The ability to set an FOV up to 90 will likely return post release after we fix the clipping issues with it. It will also include an "are you sure you want to do this, you may get bad performance" warning when you set your FOV that high.
Regarding the weapon zoom settings, those don't have any exploitative benefits, but they also don't work 100%. So we took them out of the settings menu, but left the functionality in game. So those of you that still want to use them, feel free to set them up in your ini, they will still work. But because of the issues with them, we can't officially support them right now. And as this was an unplanned feature, we didn't have time to fix ALL of the bugs with them. Essentially, if your monitor is set to certain resolutions (5:4 for example) it could still cause your aim to get off. Now those of you that are willing to take the risk, feel free to edit the inis. In the future we'll likely fix the remaining bugs with the system, and add the settings back to the menu.
In summary, these were last minute features that I BUSTED MY REAR to try and get it. They just didn't quite make the cut for tommorow, but will be back in the future.
whoa whoa whoa, so your telling me that a PC ONLY title, that is MADE by PC gamers, a FOV above 65 was not a planned feature? Seriously?
Where did you get 65 from? 75 is the recommended FoV, but you still have to option to change it. In the beta it was in the options menu, but if I've read correctly that won't be there anymore? You can always set it yourself in ROEngine.ini like stated, before, though.
But, your missing my point, FOV not a intended feature, WTF?
Tue Sep 13, 2011 11:01 am
Jo3_23
Brigadier General
Joined: Sat May 01, 2010 10:31 am Posts: 1695 Location: UK, Merseyside, Southport
Re: Tripwire Locks FOV at 75
If u look at what Zetsumei said it wasn't much of a problem I just like my fov at 90 it just looks normal to me. Its just not on display now in the options it isn't locked at 75, this is because they want to make it work fully before they officialy give it us. I would also like to thank Zets for making Ramm stay up till 2 coding the fov
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Tue Sep 13, 2011 11:53 am
TRTL
Colonel
Joined: Mon Jul 12, 2010 9:51 am Posts: 832
Re: Tripwire Locks FOV at 75
born2expire wrote:
65 was a typo, meant 75.
But, your missing my point, FOV not a intended feature, WTF?
Ya it does sound weird.
But in all fairness, graphics and graphical features have never been a priority for TWI. They are not trying to hang their hat on that. They have pushed other features and have marketed towards those, which they have considered their strengths.
my .02.... I would like to see them take a different approach on their next title and work on the graphics side of this game more. They seem to have a lot of issues trying to get stuff working on a engine that has been out for a while and end up tuning the game down to get stuff to work. I would have really liked to seen terrain deformation in and destructibility play a bigger part. Hopefully they can grow as a company and hire more guys in so the next release can offer some of that.
Tue Sep 13, 2011 11:59 am
jswizzy
Lt. Colonel
Joined: Fri Nov 20, 2009 5:38 pm Posts: 702
Re: Tripwire Locks FOV at 75
TRTL wrote:
born2expire wrote:
65 was a typo, meant 75.
But, your missing my point, FOV not a intended feature, WTF?
Ya it does sound weird.
But in all fairness, graphics and graphical features have never been a priority for TWI. They are not trying to hang their hat on that. They have pushed other features and have marketed towards those, which they have considered their strengths.
my .02.... I would like to see them take a different approach on their next title and work on the graphics side of this game more. They seem to have a lot of issues trying to get stuff working on a engine that has been out for a while and end up tuning the game down to get stuff to work. I would have really liked to seen terrain deformation in and destructibility play a bigger part. Hopefully they can grow as a company and hire more guys in so the next release can offer some of that.
I think what it boils down to is that TWI has the heart but not the expertise. I'm sure if TWI could they would love to compete with a AAA developer on equal footing but they just can't due to the gap in skill and funding. But hey if RO2 does well I can see them hiring some more experienced or talented programers for their next project. They seem to have the game design aspect down just not the getting things to work properly like FOV, optimization, and ADS. I know this wont go over well with some TWI fans but you know you don't have to be the most talented programer out their to make a good game, Notch is living proof of that.
_________________ Don’t stop, PC! Don’t let those ailing console machine devices hold you back.
Tue Sep 13, 2011 3:36 pm
Jo3_23
Brigadier General
Joined: Sat May 01, 2010 10:31 am Posts: 1695 Location: UK, Merseyside, Southport
Re: Tripwire Locks FOV at 75
I duno this new patch has boosted my FPS by a load, im now getting a constant 100 FPS (i am still using 90 FOV also ).
This was a beta remember, the game still has not come out so it isn't really fair to judge a unfinished product. The beta seems to have done its job also it has found the starting bugs e.g. Server browser and it has been optimised for a wide range of hardware now
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