Post Ready Up: useOldFoV

Post Ready Up: useOldFoV

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Posted by: notebene.3190

notebene.3190

They mentioned it quickly, and I didn’t quite follow what they were saying. Something about how, by default, the FoV setting ‘now’ is 50% (of what, I’m not sure), and then they threw in something like “…and if you are using the -useOldFoV setting, your vertical (or was it diagonal?) is also 50%…”. Something to that effect.

I guess I’m trying to wrap my head around what I’m doing to need to know in a week and a half to get myself to a ‘starting’ position of “what we have now + -useOldFoV param”. They mentioned when you come in your will start “as we are today”, and then you can start making changes from there. That presumably means “where we are today ‘without’ the -useOldFoV param”, since most people probably don’t use (or know or care) about it.

Is there something special I will have to know to adjust to mimic or restore what -useOldFoV used to do? Or, will the new system, in some way, still honor the -useOldFoV param at start up, and then let you make FoV and other camera adjustments in tandem with that?

I never cared for that extra ‘warping’ of the world (as I see it), and I guess I’m just used to the old way of doing things (plus, I had gotten used to the FoV as it was before they made that first change way back when and added the -useOldFoV param). All I’m really interested in is more finite dolly control (which, they didn’t really demo or talk about, but that’s ok, they covered the big 3).

Post Ready Up: useOldFoV

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Posted by: Belzebu.3912

Belzebu.3912

From my understanding, with the new system you can set the FoV as you wish instead of fixed as currently is.
So if you like how the -useOldFoV looks, then you’ll be able to set the FoV like that and keep playing.

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Post Ready Up: useOldFoV

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Posted by: Torsailr.8456

Torsailr.8456

There will be no extra parameters to enter. You’ll just use a slider in the UI. The default setting for the new camera will be the same as it is now without the oldFovparam. You can adjust the slider to place the camera where it would have been with that parameter.

Post Ready Up: useOldFoV

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Posted by: notebene.3190

notebene.3190

I guess what I’m looking for is exactly that part of it: “Like That”.

I’m trying to glean from the few off hand comments about “50% here” and “50% there” what settings I’m going to need to apply come 3/10 to put me at a place where I’m at today, which is everyone else’s default…plus the -useOldFoV.

Yes, I could just wait and see, but I hate when a change such as this happens (in any game, not necessarily this one), where it puts you in a place where you either can’t play, or are uninterested in playing or can’t function properly, until some kind soul comes along after the fact (hours? the next day?) with some settings and screen shots and guides on how to fix it, or put it where it needs to be, yada yada, etc.

They talked about it, in passing, in the Ready Up. They even through out some real numbers. Clearly, that guy ‘knows’ exactly what all the sliders and settings and doo hickeys and knobs and weights and measures need to be set at to mimic what we have today…plus the -useOldFoV.

How about a little ‘clarification’ post or blog with some of that so we can hit the ground running 3/10?

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Posted by: Artanis.4963

Artanis.4963

They mentioned it quickly, and I didn’t quite follow what they were saying. Something about how, by default, the FoV setting ‘now’ is 50% (of what, I’m not sure), and then they threw in something like “…and if you are using the -useOldFoV setting, your vertical (or was it diagonal?) is also 50%…”. Something to that effect.

I guess I’m trying to wrap my head around what I’m doing to need to know in a week and a half to get myself to a ‘starting’ position of “what we have now + -useOldFoV param”. They mentioned when you come in your will start “as we are today”, and then you can start making changes from there. That presumably means “where we are today ‘without’ the -useOldFoV param”, since most people probably don’t use (or know or care) about it.

Is there something special I will have to know to adjust to mimic or restore what -useOldFoV used to do? Or, will the new system, in some way, still honor the -useOldFoV param at start up, and then let you make FoV and other camera adjustments in tandem with that?

I never cared for that extra ‘warping’ of the world (as I see it), and I guess I’m just used to the old way of doing things (plus, I had gotten used to the FoV as it was before they made that first change way back when and added the -useOldFoV param). All I’m really interested in is more finite dolly control (which, they didn’t really demo or talk about, but that’s ok, they covered the big 3).

The old FOV was apparently set as a number of degrees from corner to opposite corner (the same way monitor sizes are reported). This was changed after the game launched to be degrees between opposite edges, and the useOldFOV switch reverted it if the player so desired.

These new camera options as I understand it will let you choose the FOV, but the switch will still tell the game to use the corners (old FOV) or the edges (new FOV). It is not a switch to turn off these new options.

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Posted by: Branden Gee.2150

Branden Gee.2150

PvP Gameplay Programmer

Next

Alright. Sorry that I wasn’t clear on Ready Up.

The current Guild Wars 2 System calculates the FOV at 50 degrees on the horizontal.
Originally Guild Wars 2 calculated FOV on the diagonal. (You can still get to the old functionality by using -useOldFov)

When the new camera ships. You will be an option to modify your FOV with a slider in the options panel.

Hopefully this clears everything up!

Post Ready Up: useOldFoV

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Posted by: Fermi.2409

Fermi.2409

Alright. Sorry that I wasn’t clear on Ready Up.

The current Guild Wars 2 System calculates the FOV at 50 degrees on the horizontal.
Originally Guild Wars 2 calculated FOV on the diagonal. (You can still get to the old functionality by using -useOldFov)

When the new camera ships. You will be an option to modify your FOV with a slider in the options panel.

Hopefully this clears everything up!

What will the maximum value be for FoV sheet the change?

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Posted by: Harper.4173

Harper.4173

Alright. Sorry that I wasn’t clear on Ready Up.

The current Guild Wars 2 System calculates the FOV at 50 degrees on the horizontal.
Originally Guild Wars 2 calculated FOV on the diagonal. (You can still get to the old functionality by using -useOldFov)

When the new camera ships. You will be an option to modify your FOV with a slider in the options panel.

Hopefully this clears everything up!

So it’s possible to set things up exactly how they are now, right?

If here they fall they shall live on when ever you cry “For Ascalon!”

Post Ready Up: useOldFoV

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Posted by: Branden Gee.2150

Previous

Branden Gee.2150

PvP Gameplay Programmer

Your settings will not be changed for you.

Post Ready Up: useOldFoV

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Posted by: Maugetarr.6823

Maugetarr.6823

@Branden Gee

Any chance you guys are working on oculus support? I don’t have one, but that would be pretty cool to throw something like that in with this overhaul.

Looks great, can’t wait!

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Posted by: Harper.4173

Harper.4173

Your settings will not be changed for you.

Thank you that’s all I wanted to hear!

If here they fall they shall live on when ever you cry “For Ascalon!”

Post Ready Up: useOldFoV

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Posted by: notebene.3190

notebene.3190

Alright. Sorry that I wasn’t clear on Ready Up.

The current Guild Wars 2 System calculates the FOV at 50 degrees on the horizontal.
Originally Guild Wars 2 calculated FOV on the diagonal. (You can still get to the old functionality by using -useOldFov)

When the new camera ships. You will be an option to modify your FOV with a slider in the options panel.

Hopefully this clears everything up!

Thank you very much!

Then that raises the next question: Can you then use -useOldFoV in combination with the new settings? If I want the FoV to remain as it is for me now (w/ that param) but want to take advantage of other settings (like, moving the camera vertically back up a notch; you folks moved it down slightly awhile back) and then taking advantage of having a more fine dolly control moving the camera in and out (or even first person)?

Will the -useOldFoV param knock out ‘just’ the FoV settings, or does it knock out ‘all’ the new camera controls?

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Posted by: Darthslaughter.4210

Darthslaughter.4210

Is there going to be a setting for maybe keeping the camera attached to the character? Currently if my character does a cool swirling attack i find myself looking face first at my toon at the end of the attack. thus hitting a movement key cause my camera snap back into place. or if i don’t hit a movement key and just an attack key I attack a target not in my view. setting like lock onto characters back position so the camera spins around with your character or atleast is facing the same as the character at all times.