what do you set your field of vision at?
#61
Posted 05 April 2010 - 10:33 PM
actual fov 104
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#62
#64
Posted 07 April 2010 - 12:07 AM
Merkymerc, on 06 April 2010 - 07:27 PM, said:
fov90 is really nice for sniping because the difference between scoped in or not is minimal
but you loose 20 degrees of your vision (more placebo effect) and the player movement looks really slow that takes away the fun in jumpmaps.
100 is the lowest I could use lower looks to big for me currently.
(I play with 800x600 @ 4:3 Crt)
This post has been edited by ObScUrE: 07 April 2010 - 11:04 AM
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#65
Posted 08 April 2010 - 05:38 PM
I really should look into a script to swap to 105 or 110 for quick movements but I'm just too lazy lol.
The "slowness" affect perceived with 90 fov over the higher ones also seems like a bit of an advantage at times. Since everything is up close you it's like you can react a second faster (but then again, they have a wider range of vision.. so who knows lol).
#66
Posted 17 April 2010 - 12:46 AM
This post has been edited by Mentul: 17 April 2010 - 12:46 AM
#67
Posted 18 April 2010 - 03:02 PM
Mentul, on 17 April 2010 - 12:46 AM, said:
at least on the latest version of the io engine i'm using, the 3D rendering itself seems to be handled automatically. i.e. 1680 x 1050 on fov 90 seems 'right', if i put it on 1680 x 400 to test it, it again seems 'right'. [above 90 i see it 'warped' [and the centre harder to aim] but of course some gamers use it to have peripheral information]
however, the game itself for the 2D elements (such as stamina indicator, scope circle) doesn't handle other[than 4:3] resolutions well but that isn't helped by fov either. it's something the urt devs have to fix on their own [according to engine coders].
btw, if i'm to believe this, 90 degrees is the 'right' field of view angle. above it you get fish eye lens effect
This post has been edited by mitsubishi: 18 April 2010 - 03:11 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#68
Posted 18 April 2010 - 06:09 PM
playing with ikalizer gives better results (actual on highest settings)
or reducing this values here I think there should be a automation for that or a better system it's unbelievable how much it changes with this settings but the values are different for all systems (independent on the lowest framerate you get) .
s_mixahead "0.04" // Sets Amount Of Time Music Is Buffered Before It Is Played Default 0.2 Set s_mixahead To 1000 Divided By Your Worst-Case Framerate For Best Performance.
s_mixPreStep "0" // Set It To 0 If Your Sound Drivers Work Properly Default 0.05
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#69
Posted 20 April 2010 - 08:00 AM
1 x 19 inch LCD 16:9 1440x900 60hz 110 big gun
and
1 x 21 inch CRT 4:3 1600x1200 85hz 110 big gun
the difference between 16:9 - 16:10 and 4:3 make i have more difficulty in the 4:3
when i play 90 fov everything look so slow and gigantic
This post has been edited by KEYHOLE: 20 April 2010 - 10:39 AM
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#70
Posted 24 April 2010 - 04:32 PM
- more information on the sides
- less information on the centre (harder to aim in front of you since things become smaller in that area)
on 90
- things look 'right' (no fish eye lens effect)
- but less information on the sides
- easier to aim in front of you (no shrinking in the centre)
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide