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Posted: June 13, 2015, 8:34 Post #1
RF fov makes me sick.

If anybody knows, looking for input on how other games solve this, and how they do it?

Hoz fov/ vert fov etc.

How should RF be fixed?

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nick
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Posted: June 13, 2015, 9:21 Post #2
I've never had the motion sickness thing but a lot do with widescreen games. Usually a higher hfov helps.

I think some newer games are targeting 74 vfov to get 106 hfov. It's meant to be an equivalent to the older 90 hfov that most games ran at on 4:3 screens. CSGO does this and probably QL's newer fov code. RF's seems a little lower than that in 16:9 with the PF wide aspect 'fix'.

A lot of titles are worse though. Metro has some crazy low 45 shit that only looks decent if your screen is 5 feet away.

Do you get motion sick in any other games?


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Posted: June 13, 2015, 9:37 Post #3
Don't play any other games, however from years back I don't remember cs stretching the screen like rf does, but still looking normal view

why can't they use the same fov, doesn't the aspect ratio scale it?

Edited by N/A at June 13, 2015, 9:46

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Posted: June 13, 2015, 11:25 Post #4
nvm seems to be a flaw in current gamedev math, would expect they'd have figured a better system by now

interesting link here though: http://www.decarpentier.nl/lens-distortion

wish it was for rf
Edited by N/A at June 13, 2015, 11:26

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Posted: June 13, 2015, 15:42 Post #5
gaaayyyyy

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Posted: June 16, 2015, 7:37 Post #6
Quoting nick
I think some newer games are targeting 74 vfov to get 106 hfov. It's meant to be an equivalent to the older 90 hfov that most games ran at on 4:3 screens.


Why aren't they doing 90 hfov at 16:9 native?

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Posted: June 20, 2015, 2:04 Post #7
Quoting 2kool4skool
Quoting nick
I think some newer games are targeting 74 vfov to get 106 hfov. It's meant to be an equivalent to the older 90 hfov that most games ran at on 4:3 screens.


Why aren't they doing 90 hfov at 16:9 native?


90hfov in 4:3 is fine but in 16:9 it looks pretty zoomed in. My experience with newer games anyway.

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Posted: June 20, 2015, 2:09 Post #8
Quoting nick
Quoting 2kool4skool
Quoting nick
I think some newer games are targeting 74 vfov to get 106 hfov. It's meant to be an equivalent to the older 90 hfov that most games ran at on 4:3 screens.


Why aren't they doing 90 hfov at 16:9 native?


90hfov in 4:3 is fine but in 16:9 it looks pretty zoomed in. My experience with newer games anyway.


CSGO has native 90 hfov at 16:9, doesn't it?
Edited by N/A at June 20, 2015, 2:09

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Posted: June 20, 2015, 2:16 Post #9
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Posted: June 20, 2015, 17:58 Post #10
Quoting nick
Quoting 2kool4skool
Quoting nick
I think some newer games are targeting 74 vfov to get 106 hfov. It's meant to be an equivalent to the older 90 hfov that most games ran at on 4:3 screens.


Why aren't they doing 90 hfov at 16:9 native?


90hfov in 4:3 is fine but in 16:9 it looks pretty zoomed in. My experience with newer games anyway.


Are you referring to native 90 hfov at 16:9, as opposed to 90 hfov at 16:9 with vert- or hor+?

Why would that look zoomed in though?

Also 70 hfov seems to fix the motion sickness decently, kinda annoying playing with it though. Surely it would have been better, if they had actually designed the maps and models on fov 70...
Edited by N/A at June 20, 2015, 18:01

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Posted: June 20, 2015, 22:02 Post #11
I'm not sure what 'native' 90 hfov would look like on 16:9. I only have experience with hor+ and vert- games (the latter I would never bother playing on 16:9 resolutions because it's kind of a clusterfuck).

Here's what I mean with CSGO/QL/Reflex blah blah (all hor+)

4:3 at 90

16:9 at 106

The CSGO default.

16:9 106 and 4:3 90 merged

Aside from the extra info on the sides, 4:3 at 90 and 16:9 at 106 look the same.

16:9 at 73.73 forced in cs to get 90 (because the engine lies for some reason)

This is what 90 hfov actually looks like on 16:9. The same amount horizontal info is there as 4:3/90 but it looks zoomed in because the vertical fov has to be reduced.

It looks like this is what's going on in PF as well.

I think I know why this is but as I didn't play RF in widescreen much I never noticed. I'm pretty sure we tested the fov fix on 16:10 which is a pretty funny fuck up.

At 1680x1050 (or any 16:10) it looks a lot closer to 4:3 resolutions.

So to match what modern games are doing 16:9 resolutions in RF would need 74 vfov and 106 hfov. But I don't know if that's going to help motion sickness. I think for people that are sensitive to this stuff it's usually a mix of playing with viewing distance and fov to reduce the effects.

maybe the only solution is the oculus
carmack help us


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Posted: August 21, 2016, 5:53 Post #12
Quoting phlllllllllllllllllllllllllll
Quoting 2kool4skool
RF fov makes me sick.

If anybody knows, looking for input on how other games solve this, and how they do it?

Hoz fov/ vert fov etc.

How should RF be fixed?


Someone I knew had this but they were a drug addict. Are you a drug addict? Did you go to rehab? Just a wild guess, but if so, there's hope for you.


Somehow you lack the intelligence to see it's a hyperbole.

Just lol.

Posted Image
Edited by N/A at August 21, 2016, 5:55

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