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roadtovostok
roadtovostok

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Viewmodel Shaders (Weapon FOV)

Hi!

Here's one new shader feature that I would like share few things and ask your opinion.

This shader feature allows to separate world FOV and viewmodel (weapon) FOV, where there's two main benefits:

  1. You can crank up the world FOV to really big (like 120) and still have uniform looking weapon models without aspect issues.

  2. You can fine adjust the weapon FOV smaller if you prefer that weapons don't take that much screen space and it also reduces how much large scopes and other attachments occupy the screen.

Basically this feature is now available for the commercial branch but in order to make it fully game-ready it would require me to spend some extra time on making sure only the correct materials and meshes are effected by this feature, since you don't want FOV changes to static loot items etc.

So, just a general question do you think this feature is really critical to get game-ready for the early access, meaning have you ever feel like the common shared FOV is annoying or looks bad?

ps. I will share screenshots of the final Village blockout within few days and more details about the upcoming mini dev build related to magazines system.

-Antti (Developer)

Viewmodel Shaders (Weapon FOV)

Comments

Not a necessary feature for early access. Haven't felt anything wrong with the common FOV, but it's a nice to have.

Kevin Kirkbride

I have never felt that there would be problems with the current FOV. I think all is well in this topic. I personally wouldn't adjust FOV, even if it would be possible. So i think it is not a critical feature for EA.

Anssi


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