FOV stretching?

PillePille Join Date: 2013-06-25 Member: 185701Members, Reinforced - Shadow
When I'm looking at object x in the center of my FOV and then turn (without moving) so that object x is in the corner of my FOV it jumps closer to me and stretches out. Please take a look at those screenshots and tell me what's going on. Is it supposed to look like this??? What do I have to set the FOV slider to in order to make this stop?

My resolution is 1920x1200 and the FOV slider is pretty much in the middle right now.

Thanks.

Comments

  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    The distance virtually changes from the Z axis to the X axis - but remains constant. If you interpret this as "closer", you've some spatial recognition issues.
  • PillePille Join Date: 2013-06-25 Member: 185701Members, Reinforced - Shadow
    Ok if you have problems with the term "closer", let's say objects stretch out and appear bigger in the corner of my virtual eye. Once I look back at them they shrink back again. I don't like this effect and would like to know how to reduce it as much as possible.
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    Move your POV slider all the way down to reduce the panoramic stretching. The major problem, however, is that you're playing with blinders on with this setting.

    When presenting a "3D" image on a 2D surface, there's not too many ways to do it and they all have drawbacks. Distorting the center of vision, however, would be disastrous so the edges are easy targets. This isn't unique to NS2. The original HL engine, for example, handled FOV the same way.

  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    This is the reason I play with a lower FOV. (35% on the slider). I just do not care for the distortion.
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    Skulk bite distance is hard to judge as is, but it's even harder when higher POV settings are used. This was/is my biggest complaint for the FOV changes when playing as skulk.
  • PillePille Join Date: 2013-06-25 Member: 185701Members, Reinforced - Shadow
    ultranewb wrote: »
    Move your POV slider all the way down to reduce the panoramic stretching.
    Ah, so that's what it's called, thanks!
    ultranewb wrote: »
    The major problem, however, is that you're playing with blinders on with this setting.
    ...
    Skulk bite distance is hard to judge as is, but it's even harder when higher POV settings are used.
    I agree. It's either see less or see as much as possible, but increase difficulty in judging distance.
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