![]() We understand this issue is important to many people, and we have been looking at possible solutions. Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact. We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.Įven with a wider but still fixed field of view, Artyom's hands would look too far away. ![]() In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.Ĭhanging the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible. Unfortunately, this was not as simple a thing to implement as it might appear! ![]() We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light.
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