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Peripheral FOV
Posted: 2013-07-27 15:12
by labonte95
I was just wondering why does the FOV on your peripherals give you farther view distance? Sometimes when I'm playing, I see movement out of the corner of my eye but when I go to directly look at them they disappear into the fog. Anyone else notice this?
Re: Peripheral FOV
Posted: 2013-07-27 15:15
by Spec
Most games do this. They render things in a square shape around you, so the corners are further away from you than the sides, since you're in the middle of that square. Ain't a circle, circle'd probably be more difficult to do.
Re: Peripheral FOV
Posted: 2013-07-27 15:28
by labonte95
Ohh ok. That makes sense. So I'm guessing there is no fix around it, and honestly it isn't a problem anyway. At that distance, you aren't likely to hit any thing anyway.
Re: Peripheral FOV
Posted: 2013-07-27 15:33
by BloodyDeed
No, we can't fix that. That's how BF2 (and many other games) work.
Re: Peripheral FOV
Posted: 2013-07-27 15:39
by smgunsftw
Is the POV still limited to a square on the Crytek 3 engine?
Re: Peripheral FOV
Posted: 2013-07-27 17:57
by labonte95
If they are saying most games render in squares then my guess is yes. But I could be wrong.
Re: Peripheral FOV
Posted: 2013-07-28 11:18
by Not_able_to_kill
In ArmA 2 it's circled iirc
Re: Peripheral FOV
Posted: 2013-07-28 11:49
by Heavy Death
My question is, why do they keep doing games like that? I suppose it is harder to do, but not so much harder.
Re: Peripheral FOV
Posted: 2013-07-28 11:52
by saXoni
Heavy Death wrote:My question is, why do they keep doing games like that? I suppose it is harder to do, but not so much harder.
Performance I'd guess. Or it might just not be worth it, could be a huge hassle getting it done.
Re: Peripheral FOV
Posted: 2013-07-28 12:39
by Adalaxy
I wonder why the just did not rotate the "square" 45deg so were looking into the farther corner....
Re: Peripheral FOV
Posted: 2013-07-28 14:18
by Spec
Interesting thought. Sadly you can only change these things when building an engine from scratch, so PR can't really mess with that...
Re: Peripheral FOV
Posted: 2013-07-29 23:02
by labonte95
Darn. That really is a good idea though.
Re: Peripheral FOV
Posted: 2013-07-30 01:46
by LITOralis.nMd
There are ways to fix this.
www.nthusim.com/ has the nthusim screen warping software
and
http://www.gamewarping.com/ has the Warpalizer screen warping software
however, IDK if they work with BF2 engine. IDK if they could cause PB bans.
They definitely work in crytek engine, for the person who asked above.
There is also the widescreenfixer, but that can cause lots of problems, like global PB bans.
Re: Peripheral FOV
Posted: 2013-07-30 02:07
by Spec
Second link is a dead end, I can't find any screen warping software in the first. What exactly would they do? These things are hardcoded into the game engines...
Re: Peripheral FOV
Posted: 2013-07-30 02:15
by AncientMan
Spherical fog is easy enough to do, I tried implementing it a while ago. But it's not possible in BF2 because one or two shaders don't pass in the eye position unfortunately, and that stuff is hardcoded...
Re: Peripheral FOV
Posted: 2013-07-30 09:43
by MooseBoys
[R-DEV]AncientMan wrote:Spherical fog is easy enough to do, I tried implementing it a while ago. But it's not possible in BF2 because one or two shaders don't pass in the eye position unfortunately, and that stuff is hardcoded...
Every pixel shader for world objects needs to write depth, so you should already have the value you need. I can take a look at the shaders in question if you're interested.
Re: Peripheral FOV
Posted: 2013-07-30 10:51
by AncientMan
No, you can't use depth, since depth is a plane, eye position is a point. You need a point to calculate a curve, if that makes sense.
Re: Peripheral FOV
Posted: 2013-07-30 16:46
by MooseBoys
[R-DEV]AncientMan wrote:No, you can't use depth, since depth is a plane, eye position is a point. You need a point to calculate a curve, if that makes sense.
I know it's possible if you have the right data - FOV, screen-space position, but it shouldn't need world-space eye position. What's the name of the shader that wasn't working?
edit: Actually, these are all fx right? Where you have the vs and ps code tied together? If that's the case, then you definitely have all the info you need.
Re: Peripheral FOV
Posted: 2013-07-30 22:38
by labonte95
not like this is a big deal. only affects targets greater than like 900-1000 meters
Re: Peripheral FOV
Posted: 2013-07-30 23:43
by redman0123
I'm more interested in a way to move my player camera left and right without having to actually move my characters rifle. So many times I've been shot cause I had to look at my SLs direction to see where he's moving. Or get spotted in a bush cause your BF2 body rotates like its on a spinner cause youre looking left and right and it moves your whole body. I know practically nothing can be done about this, tho :/