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Request: Default FOV setting for widescreen monito

To find and remove the bugs we needed every bug known in current 226. You can still review them here.
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Hyper
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Request: Default FOV setting for widescreen monito

Post by Hyper »

I would like to do another small feature request. This one is for widescreen monitors. With the default Field-of-view (FOV) setting of Unreal, the image on sreen looks stretched and unnatural. This can be fixed with the FOV command, which makes the image wider on-screen. The default FOV is 90 degrees. I would request that it can be set to a value between 85 and 110 and that it also keeps set when you play online. (Normally Unreal blocks the FOV online becasue it can be used as zoom cheat.) So as cheat protection, it would be good to restrict this default FOV to between 85 and 110 degrees.

Let me know if this can be implemented.
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Smirftsch
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Re: Request: Default FOV setting for widescreen mo

Post by Smirftsch »

mmh, implementing should be possible, but don't you see a lil bit more with these FOV settings as well ? If so, are people willing to accept this "small advantage" ?
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TCP_Wolf
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Re: Request: Default FOV setting for widescreen mo

Post by TCP_Wolf »

Yup... why use those screens with a reduced height anyway? 4:3 is much nicer ;) Or do they have any ergonomical advantages towards the human eye?
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Hyper
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Re: Request: Default FOV setting for widescreen mo

Post by Hyper »

mmh, implementing should be possible, but don't you see a lil bit more with these FOV settings as well ? If so, are people willing to accept this "small advantage" ?
It gives you a slightly wider view. Matrox already made something like it for UT for their "surround gaming" (Triple monitor setup) It gives a more natural view on widescreen monitors and dual-triplehead setups as well. UT2004 already has a setting like this to slightly alter the default FoV.
Last edited by Hyper on Fri Mar 03, 2006 3:05 pm, edited 1 time in total.
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Hyper
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Re: Request: Default FOV setting for widescreen mo

Post by Hyper »

Yup... why use those screens with a reduced height anyway? 4:3 is much nicer ;) Or do they have any ergonomical advantages towards the human eye?
Yes, the human eye(s) are positioned to see more wide than high. But the main reason why there are so many widescreen TFT's lately is that they are cheaper to produce. With the higher FOV setting, unreal look much more natural than on a 4:3.
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Zombie
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Re: Request: Default FOV setting for widescreen mo

Post by Zombie »

Yes, the human eye(s) are positioned to see more wide than high. But the main reason why there are so many widescreen TFT's lately is that they are cheaper to produce.
This is still being debated amongst researchers, and some studies have shown people are more accustomed to seeing more below or above them. The 4:3 aspect would have continued to be the main standard if it weren't for hollywood's marketing gimmick of widescreen that started in the 1950's to thwart the broadcast of their movies on TV sets. After that point movie theaters were all adapted to show in that aspect making any change back to 4:3 a hassle. Now that selling tapes and DVDs has proven profitable changing TV sets to 16:9 mainly made it easier for the industry to be adapt their movies without having to edit the sides of the screen out.

Personaly I like 4:3 over 16:9 and I wish this change wouldn't become neccessary.


-Zombie
Last edited by Zombie on Fri Mar 03, 2006 9:03 pm, edited 1 time in total.

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