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SyndroidParticipant
Is the weapon fov issue fixed? if not, is there any chance it getting fixed in the future?
SyndroidParticipantApparently, the hand models in many games are rendered in a different FOV.
There is a “hand FOV” setting (or something) but it doesn’t work quite right.
For Skyrim and Source Engine games, you coud fix it by using mods, but I don’t know of any.
Most Unreal engine games I’ve tested so far look fine. (Bioshock, Mirroes Edge, Duke Nukem F, Bulletstorm.)
But yeah, those huge hand models are kind of a dealbreaker for me. Black Mesa would be perfect without this issue.SyndroidParticipantthanks, I didn’t know that. I’ll try it out next time.
SyndroidParticipantYou don’t need flawless widescreen at all.
Just use the console (has to be enabled via config editing) and type in fov 110
or directly change it in the coalesced.ini.
This also fixes the fov in cutscenes, which makes them actually watchable in VR.I don’t have this issue with the blood overlay that bad. Maybe it is caused by a specific hud setting, or post processing in the game config.
SyndroidParticipantthanks for the reply! unfortunately, this trick doesn’t work in games that don’t support positional tracking.
as for the odd glitches that would happen; well, I can play third person games (like mass effect) only by not trying to move my head anyway, since headmovements causing the camera to orbit around the player model which is already odd enough ;)
Mass Effect 3 looks amazing with the right 3D settings btw. Too bad the pitch lock isn’t effective in this one.
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