![]() When the model doesn't scale with the fov, it makes a weird perspective dissonance, the perspective seems wrong and it just look weird and wrong. Well, I absolutely HATE when the fov_viewmodel doesn't scale with the actual fov value and stays constant and locked, as if we were still playing on console. Even the recent CoD on PC (CoD4:Remaster, CoD:WWII, CoD: Black Ops 4 and CoD: Modern Warfare 2019) started to function that way weirdly. Games like Battlefield or Rainbow Siege function like that. However, there are FPS games that don't function like that, and when you increase the FOV, the viewmodel stays the same, meaning that your arms and weapon would like the exact same at FOV 60 or at FOV 120 and just the environment would be impacted by the FOV change. You remember when you played your Call of Duty game, like CoD4, and you put a higher Fov value, not only your screen will be wider, but your model, your weapon and arms, would also go further from the camera and actually blend in with the environment, and blend in with FOV change you just did. To start the thread, here is how the FOV functions in the game.Ĭomparison between FOV 60 (minimum) and FOV 120 (maximum).
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