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Paddywak

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  1. forgive my density, but can you tell me how to do the above directive? That is how GRIN should fix it ... we can't fix it for ourselves.
  2. I do feel that a few have gotten confused by all the twists and turns of this thread and maybe my posts were not clear enough because of those twists and turns ... that is just the way things go sometimes ... I am just here to try to get the FOV right for everyone and as I have said repeatedly it is possible ... GRAW ... GET the "base FOV" correct then use the GRAW method to alter it for the various aspect ratios. Yes I started this thread because I found that the widescreen view was cut down ... It then became apparent that 4:3 users didn't like the view they were getting ... it was too zoomed in ... These are two similar but separate issues ... One is about cutting the view down to make widescreen ... which we all agree is not the best way to do widescreen. The other is about the "base FOV" (which some say is too zoomed in/restricted when using a 4:3 resolution) and from which all the FOV's for all the various aspect ratios should be based ... It can get very confusing if the two get over lapped ... hence I said ... When the "fix" came from GRIN it did seem to make widescreen issue better but it does not seem to have helped the 4:3 users and as aspect ratios get wider there is more and more view added at the top and bottom ... So what the so called fix did was ... Make widescreen users believe that things were OK ... Make 4:3 users unhappy as they don't have the vertical view that the widescreen users now get and they felt their FOV was to zoomed in in the first place ... a bad "base FOV" maybe ? Make any really widescreens such as TripleHead have way too much vertical view making the game nigh on unplayable ... So I again tried to point out the correct way to get it right for everyone (as in GRAW) ... The big point is ... If the "base FOV" can be decided ... then as shown in GRAW there is no reason why all the aspect ratios and their respective FOV's can't be right for everyone. I know some people felt that the "base FOV" in GRAW was too zoomed/restricted ... but that is about getting the "base FOV" correct not about how the FOV relates to the various aspect ratio which GRAW did correctly. To get the FOV right for everyone in GRAW2 ... GET the "base FOV" correct then use the GRAW method to alter it for the various aspect ratios.
  3. I just want it right for everyone ... ... and there is no reason why it can't be right for everyone as I have pointed out ... especially as GRIN had it right with GRAW. BTW Sleepdoc ... take look at my system specs in my sig.
  4. ... it can be correct for everyone and every aspect ratio thus making it feel right for everyone and removing the need to argue either way or pick sides. Scale that 16:9 image (above) down such that the vertical is the same height as the 4:3 shot and you will see that not only would the 4:3 user then get the vertical increase that you get (with the patch) on that 16:9 shot but they would also get a slight horizontal FOV ... thus making it feel right for them and not zoomed in. or another way of putting it ... Scale the aperture of the 4:3 shot above such that it's hight is the same as the 16:9 shot and you will see that not only would the 4:3 user then get the vertical increase that you get (with the patch) on that 16:9 shot but they would also get a slight horizontal FOV ... thus making it feel right for them and not zoomed in. The 4:3 users would be happy and the widescreen users would be happy ... True 4:3 and true widescreen ... So ... like I said ... Assuming the FOV is set correctly for any given aspect ratio (such as that 16:9 shot above) then all wider or narrower screens should have a wider or narrower horizontal FOV such that it feels right for everyone. The vertical FOV should not change between aspect ratios.
  5. Again ... Great if it is now good for you ... I don't and wouldn't want to change that. I just wish it was "approaching the human view" for all the aspect ratios so my game experience is as good as yours now is. How would it be if others had took the "I'm all right Jack ..." attitude when it was the other way around and you were not happy with the FOV ...
  6. Yeah the vertical plus FOV would be fine if every different aspect ratio had that same vertical FOV increase ... but the wider your aspect ratio the more vertical plus you get ... That is just wrong ... Bad job GRIN.
  7. For those that are happy with it ... fine ... but it isn't correct as I have pointed out. I know I would like it fixed ... Yes it is better with the SP demo than it was with the MP demo but it is definitely not fixed ... it is bodged to make people think it is fixed. It was correct in GRAW ... so why mess it up in GRAW2?
  8. ... true ... Assuming the FOV is set correctly for any given aspect ratio then all wider or narrower screens should have a wider or narrower FOV. Zooming in or out from that default FOV is not the correct way to adjust/implement the FOV for the various aspect ratios. ... exactly ... This is how it should be ... The point is ... GRIN had the implementation correct in GRAW ... now it isn't.
  9. ........ ....... It is nothing to do with POV ... it is just a fact widescreen is wider ... unless messed up by a game developer. What is really odd is that GRIN had got the aspect ratio and widescreen FOV implementation correct in the past with the same game engine (GRAW) ... ... no ... the 4:3 support is already true 4:3 ... :no: Complain ? ... 4:3 is a cropped version of 16:10 or 16:9 by its very nature and they aren't missing anything from their 4:3 view ... Which one of what is correct ? ... it is possible to have true 4:3 and true WS and both be correct ... Choose what for ourselves ? ... the FOV ... ? You wouldn't have to choose anything if true WS and true 4:3 were implemented correctly as they were in GRAW ... Widescreen is just that .... not at taller screen ... not a squashed screen ... not a stretched screen ... but a wider screen and as such the view should be just ... well ... eh ... wider ...
  10. Oh yeah I agree it does feel a lot better than the MP demo ... I just don't understand why GRIN changed the way that it works between GRAW and GRAW 2. In GRAW it was Horizontal + only ... true widescreen and there was an auto aspect ratio option. Why change it to an inferior method of implementing widescreen ? .... isn't that a step backward ? .... Very odd ..... That said I love the game and can't wait to play it ...
  11. ... but it isn't TRUE widescreen ... Whilst this is better than a decrease in the Vertical FOV (as it was with the MP demo) it is not true widescreen. True widescreen has an increase in the horizontal FOV without increasing or decreasing the vertical FOV ... as it was in GRAW ...
  12. Correct. Correct. I think/hope that GRIN will have corrected the Widescreen FOV issue by making it as it was in GRAW ... Which was an increase in the horizontal FOV whilst leaving the Vertical FOV. Which is ... True Widescreen ...
  13. Hey Sleepdoc ... You got your Horizontal and Vertical mixed up ... This is the Horizontal and the Vertical ... What they did in the demo ws cut down the Vertical FOV whilst keeping the Horizontal FOV the same as it was for 4:3 screens. True Widescreen has an increase in the Horizontal FOV whilst the Vertical FOV stays the same. What the guys are asking for is an increase in the base horizontal FOV ... so it will be wider for 4:3 screens and proportionally wider for Widescreens. ... as you say ...
  14. For the UK ... http://ghostrecon.uk.ubi.com/newspost.php?news_id=6061
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