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Jayd Retired36440 Points
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I now have an ultrawide (21:9) monitor and would like to have the FOV limit increased from 140 to something higher...maybe 160, not sure of the number yet. The reason for this is that ET, in order to give you an ultrawide resolution without stretching the image, actually cuts the top and bottom of the image ( a scaling method known as vert-) which is obviously undesirable. In order for me to achieve an FOV that allows me to see about the same amount of visual data in the vertical axis as everyone else, I will need a higher FOV. There's an impression out there that this higher FOV combined with my wider than normal resolution will provide me with an advantage over everyone else. This is incorrect. As you will see in the screenshots I will be providing below, at any given FOV, I will always have less visual data on the vertical axis (while seeing the same amount on the horizontal axis) than everyone else using that FOV.
Here's some screenshots to showcase what I mean (shout out to Taukima for "featuring" in all these screenshots lol):
105 FOV at 1920x1080: https://i.imgur.com/Har8iYt.png
105 FOV at 2560x1080: https://i.imgur.com/RgNnQqM.png
140 FOV at 1920x1080: https://i.imgur.com/TacJtrp.png
140 FOV at 2560x1080: https://i.imgur.com/IoD9bzT.png
Bonus picture of a rare Taukima not being a medic: https://i.imgur.com/m4RVrNA.png
Thanks for reading!
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Last edited by Jayd on Fri Sep 15, 2017 7:35 am; edited 1 time in total |
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Sin Admin87019 Points
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We should also get rid of the gay 125 fps cap for those of using 144hz monitors.
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Jayd Retired36440 Points
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I think that's an engine limitation actually. I might be wrong but I seem to remember looking it up once.
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BECK General of the Army279782 Points
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This is what we can change:
Code: ›
forcecvar snaps 20
sv_cvar cg_fov IN 90 140
forcecvar r_ambientScale 0.5
forcecvar r_colorMipLevels 0
forcecvar r_lightmap 0
sv_cvar r_depthbits IN 24 32
forcecvar cl_freelook 1
forcecvar cl_pitchspeed 0
sv_cvar cl_yawspeed IN 0 140
forcecvar cl_timenudge 0
forcecvar r_zfar 0
sv_cvar cl_maxpackets IN 60 100
sv_cvar com_maxfps IN 43 125
sv_cvar rate IN 25000 45000
sv_cvar r_rmse EQ 0
forcecvar r_softwareGL 0
sv_cvar r_clamptoedge EQ 1
sv_cvar cl_nodelta EQ 0
sv_cvar cl_packetdup IN 0 1
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So we might be able to up FPS.
The main thing is that these settings are done to prevent "cheats" or else stretching the engine to a point where graphical glitches give a user an advantage over others. Granted, anyone can configure these settings. I just want to be sure what we're doing here before making any sort of change. Overall, I'm fine with bumping it up, but we need more feedback from others on this.
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tAukima IoW Supporter2531 Points
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Jayd wrote ( View Post): › I think that's an engine limitation actually. I might be wrong but I seem to remember looking it up once. |
I had a friend that was testing out 200hz or so in his et server, I think its something extra you have to download. not entirely sure, but I know its possible to get passed 125.
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ontheqt Admin30729 Points
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I have no issue with changing FOV.
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BECK General of the Army279782 Points
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To clarify - yes we can change both FPS and FOV ranges. The question is if anyone has any reason not to at this point.
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Jayd Retired36440 Points
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tAukima wrote ( View Post): › I had a friend that was testing out 200hz or so in his et server, I think its something extra you have to download. not entirely sure, but I know its possible to get passed 125. |
Oh man, I had given up on ever seeing 144 FPS in ET. I'm excited now lol. if the difference is not too big though I might come back down to 125 for the extra jump distance it provides.
BECK wrote ( View Post): ›
The main thing is that these settings are done to prevent "cheats" or else stretching the engine to a point where graphical glitches give a user an advantage over others. |
In my opinion, we're not providing any one user an advantage over another. Even if it turns out that a higher FOV causes a graphical glitch of some sort that provides an advantage, these are server-wide settings we're talking about here; all users will have access to this same glitch. It's like FPS. We allow a range from 43 to 125. A lot of people know that certain FPS values offer an advantage over others (the so-called "magic numbers") and we still allow them. I don't see why we couldn't do the same for FOV.
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Sir Sux-A-Lot Admin38083 Points
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If there was a hack that would take advantage of higher fov, it's probably long gone
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_________________ Wu-Tang is for the children
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Sin Admin87019 Points
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And that's even if a rudimentary hack like that somehow gets by silents cheat detection. Those types of hacks were back in unreal 2004, where map control was way more important than aiming, I never saw one in ET.
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BECK General of the Army279782 Points
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Okay, so propose some numbers here
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Jayd Retired36440 Points
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360, for the full fisheye effect. O_O
Definitely 144 on the framerate if it's possible.
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Sin Admin87019 Points
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160 for fov and at least 144 for maxfps.
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allagor Senior Admin44798 Points
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360 fov, so it's possible to see everything & hit nothing.
333 fps I remember that was another magic fps number years ago
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ontheqt Admin30729 Points
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140 FoV max
I really don't know about a FPS increase. Does that give players with a more powerful computer an edge? But whatever you do, I'll live with it.
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