Ridiculously narrow FOV
#126
Posté 20 février 2012 - 03:08
#127
Posté 20 février 2012 - 09:56
So is this because of the horrid FOV? <.<
#128
Posté 20 février 2012 - 11:18
I can't play for more than 15minutes without getting a headache and feeling ill.
#129
Posté 20 février 2012 - 12:30
Kreynor81 wrote...
Yesterday I played a bit and the only problem I got is that the character takes up too much screen space and sometimes I couldn't figure out where I was and what I was doing.
So is this because of the horrid FOV? <.<
largely yes. The camera is at a fixed distance from the character. Raising the FOV angle makes things directly in front of the camera smaller. So increasing the FOV would also decrease the amount of space Shepard takes up on the screen by a nice amount. The FOV would allow a much larger view of what is to either side of the character.
#130
Posté 20 février 2012 - 01:12
Releasing the demo in this state is an insulting waste of both my time and bandwidth.
ME3 is off my buy list permanently; even when it reaches the bargain bin a few weeks after release I doubt I'll be tempted. Biofail.
#131
Posté 20 février 2012 - 01:20
You can turn off mouse acceleration in the options and you can turn off vsync using a simple config tweak.TehJumpingJawa wrote...
I'm utterly sick and tired of shiz console ports with ridiculously low fixed FoV cameras, mouse acceleration, and forced vsync.
Modifié par Fredvdp, 20 février 2012 - 01:28 .
#132
Posté 20 février 2012 - 05:44
How's this?...
Modifié par G-Money28, 20 février 2012 - 05:45 .
#133
Posté 20 février 2012 - 06:06
#134
Posté 20 février 2012 - 06:15
The character is far too close to the camera and our visibility is extremely limited. Playing a Krogan is ridiculous as the model takes up 45% of the screen. Trying to melee is painful as if you're slightly off, the enemy is either blocked by your character or cutting into the edge of the screen, if not off it entirely.
Good thing someone made an editor so we can actually change this ourselves, albeit at a bit of a cost.
Terrible FoV + Origin = lost sale. No doubt about it.
Modifié par DAOWAce, 20 février 2012 - 06:17 .
#135
Posté 20 février 2012 - 06:16
#136
Posté 20 février 2012 - 06:22
Oh yeah, I've seen that and even made an account on that site to say I can't get it to work.G-Money28 wrote...
Here's a fix that works!!!!! (Kinda of a pain to set up, but it works in both SP and MP)
http://widescreengam...d-framerate-fix
*EDIT*
It crashes often
So I assume I have to enter this code:
00 00 8C 42 39 8E E3 3F CD CC 4C 3E 00 50 43 48 00 C0 ?? ?? 00 00 00 00 00 00 00 40 63 00 00 00 00 FC ?? 15 00 01 00 00 00 00 00 00 1F 84 FF 7B FF FF FF FF
Then search for array of bytes? It doesn't find any results.
Modifié par Fredvdp, 20 février 2012 - 06:22 .
#137
Posté 20 février 2012 - 06:22
1) Download this file: http://www.mediafire...6t2h7umyol8l3rn
2) In Explorer, browse to: C:\\Program Files (x86)\\Origin Games\\Mass Effect 3 Demo\\BIOGame\\CookedPCConsole
3) Back up the file "Coalesced.bin" (just to be safe and/or undo changes later)
4) Copy the downloaded "Coalesced.bin" to that directory and overwrite the original file.
5) Start up the game. You may need to reset your key bindings as I have an unorthodox control scheme.
6) While in the game use the F keys to change FOV.
F1 = 70 (Default)
F2 = 90
F3 = 100
F4 = 110
That's it!
Aiming FOV is a little off, but I think it can be fixed. This is just a simple way for people to change the FOV.
If you want a more in-depth way of changing settings, here's how: http://social.biowar...82098/8#9349481
***** NOTE *****
If you chose to edit the "Coalesced.bin", don't change things that would be considered "cheating" in multiplayer. The last thing we want is Bioware securing these files against modding and then not implementing an official FOV setting in the game's release.
Modifié par G-Money28, 20 février 2012 - 06:43 .
#138
Posté 20 février 2012 - 06:26
Yeah, that way doesn't work so well. And I couldn't get it to work based on the original instructions. I had to change the values of every single hex array that the program returned.
It crashed too much and I couldn't set it up fast enough before waves of guys started attacking me in multiplayer.
#139
Posté 20 février 2012 - 06:27
Edit: Fixed
Modifié par Fredvdp, 20 février 2012 - 06:28 .
#140
Posté 20 février 2012 - 06:41
http://social.biowar...82098/8#9349481
I can't take credit for this and my thanks to all the people helping to make things easier for us PC gamers.:happy:
#141
Posté 20 février 2012 - 06:42
It's a lot more comfortable to look at, though. I hope this encourages BioWare to make an FOV slider. If not, I bet someone will be creative enough to modify this into a good working fix.
Modifié par Fredvdp, 20 février 2012 - 07:42 .
#142
Posté 20 février 2012 - 07:19
But lets be brutally honest here.
ME3 will not be taken seriously by hardcore players without the ability to change the FOV.
The MP that is.
I can think of no reason why this can't be implemented despite it being a console port.
The regular FPS community is giving great reviews to this demo and I would hate for bad FOV to spoil that.
Great game
#143
Posté 21 février 2012 - 08:22
Use the coalesced editor and go to BioInput.ini/SFXGame/SFXGameModeBase/bindings and change the shared_aim command to this:
( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | FOV 70 | OnRelease StopTightAim | OnRelease FOV 90" )
The change is a little jarring, but I stopped noticing when the action ramped up.
#144
Posté 21 février 2012 - 08:52
#145
Posté 21 février 2012 - 09:39
#146
Posté 21 février 2012 - 11:17
Fredvdp wrote...
Maxwell, I appreciate the update. I'm not gonna try it right away but instead wait a couple of weeks to see if it gets people banned.
Same here. I can't imagine playing the game for too long with its current low FOV, but I am waiting to see how Bioware/EA handles us making this fix. I am sure there was a reason they encryped the file this time instead of keeping it a simple *.ini config file.
However, to be able to play a length of time without getting headaches is pretty worth the ban risk.
#147
Posté 22 février 2012 - 02:07
I also edited the controls so that sprint, evade, use, cover are on different buttons. Now, I don't end up going into cover when I want to evade or sprint AND sprinting and evading happen instantly when I hit the button instead of that 0.3 second delay.
#148
Posté 22 février 2012 - 11:07
#149
Posté 22 février 2012 - 11:26
Navasha wrote...
However, to be able to play a length of time without getting headaches is pretty worth the ban risk.
It certainly is.
If they are going to ban people over not wanting to get physically sick from using their product then their priorities are seriously screwed up. Furthermore if they don't fix this in the release versions I think I'll be complaining to a few consumer watchdog groups in my country as in that case they're obviously selling a product that obviously is not not fit for purpose.
#150
Posté 22 février 2012 - 12:35





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