An adjustable FOV has become a common staple in most FPS games released on the PC platform. When a game doesn't include a wide enough FOV or adjustable FOV, it tends to make waves throughout various gaming communities.
The latest to succumb to this is none other than Metro: Last Light that was released earlier today. The FOV has been a bit too narrow for many who have played the game, but there might just be a valid reason for it. In a forum post made on NeoGAF, a "brand manager" from Deep Silver passed along word from 4A about the locked FOV.
The good news is that the team is looking at possible solutions. Until then, the next title update will allow players to directly change the FOV in the game's .cfg files. Just keep in mind that manually adjusting the FOV like this will probably result in a game that looks broken with the issues outlined above.
The latest to succumb to this is none other than Metro: Last Light that was released earlier today. The FOV has been a bit too narrow for many who have played the game, but there might just be a valid reason for it. In a forum post made on NeoGAF, a "brand manager" from Deep Silver passed along word from 4A about the locked FOV.
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.
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.
The good news is that the team is looking at possible solutions. Until then, the next title update will allow players to directly change the FOV in the game's .cfg files. Just keep in mind that manually adjusting the FOV like this will probably result in a game that looks broken with the issues outlined above.
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