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 Post subject: Re: Borderlands (Vert-)
PostPosted: 09 Dec 2009, 07:31 
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Could you give me two more shots? One at 4:3 with the default FOV of 75 degrees, and another at 16:10 at 85 degrees.


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 Post subject: Re: Borderlands (Vert-)
PostPosted: 09 Dec 2009, 07:47 
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Could you give me two more shots? One at 4:3 with the default FOV of 75 degrees, and another at 16:10 at 85 degrees.


Not off hand, I had those shots uploaded from long ago I didnt just take them.

Now that I put Win 7 on both my laptop & desktop I do not even have the game installed right now.

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 Post subject: Re: Borderlands (Vert-)
PostPosted: 09 Dec 2009, 07:50 
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Is it just me or does the weapon remain unaffected by the FOV change in the triplehead shots. This is very disappointing as I was hoping to get this game over the holidays.


FOV wont change weapon but resolution will, wider res = more zoom and less of the weapon model can be seen.

What FOV does do is make things appear really far away from you but when you use weapon zoom it zooms to default.

All screen shots above were the same exact spot, but look how much father away things look @ higher FOV. This game does not work well with a high FOV at all, gives a horrible sense of distance.

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 Post subject: Re: Borderlands (Vert-)
PostPosted: 09 Dec 2009, 09:16 
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Weapons are handled differently than the FOV. This is why weapons typically get cut off (for higher than 16:9) or grow in height (for lower than 16:9). The FOV is simply controlling placement of the camera within the world.

UE3 games that expand horizontally leave the weapons okay, but those that are Vert+ (16:10, 4:3, 5:4), or Vert- (Higher than 16:9) will affect how the weapon looks. This cannot be corrected with the FOV. With memory editing, you could probably shift the location of the gun, but since it's UE3, I know that I would have a problem with trying to work with it.

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 Post subject: Re: Borderlands (Vert-)
PostPosted: 09 Dec 2009, 18:31 
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All screen shots above were the same exact spot, but look how much father away things look @ higher FOV. This game does not work well with a high FOV at all, gives a horrible sense of distance.

That's probably because you used too much FOV. If you look at the first set of shots, where the FOV is constant, things look closer the wider the AR. A properly calculated FOV should make things just enough "farther away" to counter-act this.


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 Post subject: Re: Borderlands (Vert-)
PostPosted: 10 Dec 2009, 10:45 
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All screen shots above were the same exact spot, but look how much father away things look @ higher FOV. This game does not work well with a high FOV at all, gives a horrible sense of distance.

That's probably because you used too much FOV. If you look at the first set of shots, where the FOV is constant, things look closer the wider the AR. A properly calculated FOV should make things just enough "farther away" to counter-act this.


Not from what I can tell, just the game hates high FOV. Look at the Eyefinity shot of 90 vs 140 thats a big difference if you want to use a proper ~140 fov it looks like your 30x farther away from things than the stock ~75 FOV even if that FOV was on a single screen.

The reason I did 16:10 vs eyefinity is so you can see the resolution has no effect on the distance only the FOV.

Even at 110 FOV what I settled with it still made things look too far away to play the game the same was as you would with the default. Other games I have do not exibit the same distance issue when increasing the FOV for me, unless I somehow managed to not notice it.

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 Post subject: Re: Borderlands (Vert-)
PostPosted: 10 Dec 2009, 18:37 
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If I pick this game up for the PC I'll take a look at it.

There might be some kind of curve or multiplier on the higher FOVs.

This way when you sprint or run, it zooms out to a higher FOV that kind of warps the screen a bit and gives you the appearance of moving faster.

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 Post subject: Re: Borderlands (Vert-)
PostPosted: 10 Dec 2009, 20:52 
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Look at the Eyefinity shot of 90 vs 140 thats a big difference


Compare this 90 FOV shot:


to this 140 FOV shot:


Ignoring the gun vert -'ness, these are actually pretty close. In fact, in the single-screen shot, things are slightly farther away.

if you want to use a proper ~140 fov it looks like your 30x farther away from things than the stock ~75 FOV even if that FOV was on a single screen.

Actually, I bet that if you took two shots, one at 75 degrees on a single 4:3 screen (it NEEDS to be 4:3), and another at 140 degrees on a 48:10 TH setup, the distance would be about equal.

The reason I did 16:10 vs eyefinity is so you can see the resolution has no effect on the distance only the FOV.

FOV and aspect ratio *both* have an effect on the distance. Look at the first set of shots in the thread - all pictures have the same FOV, but different aspect ratios, and different distances.


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 Post subject: Re: Borderlands (Vert-)
PostPosted: 10 Dec 2009, 20:54 
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If 75 is default for 16:9, then you should be using 128.469 for 3x16:10, and 59.84 for 4:3.

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 Post subject: Re: Borderlands (Vert-)
PostPosted: 10 Dec 2009, 21:04 
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If I pick this game up for the PC I'll take a look at it.

There might be some kind of curve or multiplier on the higher FOVs.

This way when you sprint or run, it zooms out to a higher FOV that kind of warps the screen a bit and gives you the appearance of moving faster.


Yes there is, when you run you get an extra 20FOV or so and a fish eye effect. The Effect is minor at lower FOV and gets dramatically worse in higher FOV. If you go as high as 138+ or so and run the extra FOV will actually cause the screen to totally invert when you run.

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