Husar Posted September 18 Posted September 18 I think how big FOV is (maximum) depends on monitor aspect ratio. 21:9 have maximum at 120 FOV.
BRSQD.Pendiuk78 Posted September 18 Author Posted September 18 (edited) It’s so weird.. I can’t reach to the 120 degrees of FOV.. Max 105 how as I told.. The FOV with 120 to will be perfect!! Fixed my prob! But 105 FOV is the maximum with my head position saved.. tks for ur attention mate.. I really need to find how can I reach to 120.. Edited September 18 by BRSQD.Pendiuk78
MattM Posted September 18 Posted September 18 I had a similar issue with my FOV being limited to 90 degrees max. Changing the resolution back and forth fixed it. Might be some kind of bug.
Husar Posted September 18 Posted September 18 (edited) 4 hours ago, BRSQD.Pendiuk78 said: The FOV with 120 to will be perfect!! Fixed my prob! But 105 FOV is the maximum with my head position saved.. It's not a head position issue, it's monitor aspect ratio or resolution which goes together that allows higher fov Edited September 18 by Husar
Dash,Polder Posted September 18 Posted September 18 The reading in VR is also dependent on the resolution you select, although I don't believe the stated readout for a single minute. If your relying on it for your true FOV be sure you is wrong.
BRSQD.Pendiuk78 Posted September 20 Author Posted September 20 That's the thing, guys: I can't change my FOV to 120 degrees like you're talking about. The maximum I can get is 105 degrees. And yes, I am using the FPS and FOV indicator in the top-right corner of the screen. 120degrees would be perfect for me..
MajorMagee Posted September 20 Posted September 20 Back in BoX Tank Crew we were able to Mod the Min/Max FOV through a variety of camera files. I just took a look for the equivalent files in Korea using the BoX unGTP program and they appear to be encrypted differently. Service To The Line, On The Line, On Time! 9800X3D, 64 GB DDR5, RTX 5070-Ti 1024 GB/s @ 2700 MHz 0.85V, Calibrated 10 bit QD-OLED 3440x1440 @ 240Hz
BRSQD.Pendiuk78 Posted September 25 Author Posted September 25 Well, folks... it’s really not easy to figure out what’s going on with the pilot's FOV angle. Some people here claim to get 120 degrees (which would be excellent), while others—myself included—max out at 105 degrees... and in our squad here in Brazil, some don't even get past 95! Why can't a dev from this sim come here and explain what might be causing these discrepancies?.. Best!
Dash,Polder Posted September 25 Posted September 25 Easy, different hardware gives back completely different feedback from it's own built in parameters, and nobody manufacturing our equipment owes us precision accuracy on something they never imagined we'd ever access or use. The game displays that info accurate or not, it doesn't and can't know, it's just a number received, the game more than likely is going to do it's own thing anyway. You can't possibly program a game for all hardware, nor do they build hardware tailored to any specific one nor for all games. There's a standard for each that's met, and for things to more or less universally work it's got to be easy, flexible, and not very complex. So it's horseshoes and hand grenades, close is good enough. 2
BRSQD.Pendiuk78 Posted September 29 Author Posted September 29 It’s funny... this doesn't happen with the IL-2 or DCS series, even with the wide variety of hardware out there. I am convinced that there is actually a flaw in the simulator's architecture—and what's worse, it gives an advantage to players who have a much more favorable and comfortable viewing angle, to the detriment of others. I still hope the devs will pay attention to this and fix it.
Husar Posted September 29 Posted September 29 (edited) 7 hours ago, BRSQD.Pendiuk78 said: It’s funny... this doesn't happen with the IL-2 or DCS series, even with the wide variety of hardware out there. I am convinced that there is actually a flaw in the simulator's architecture—and what's worse, it gives an advantage to players who have a much more favorable and comfortable viewing angle, to the detriment of others. I still hope the devs will pay attention to this and fix it. Max fov on VR is like 94 if I remember correctly, 21:9 - 120 FOV , 16:10 - 105 FOV. Edited September 29 by Husar
FuriousMeow Posted September 29 Posted September 29 (edited) That's odd, haven't seen screen resolution impact max FOV before in other games. That's a new one, at least I think it is - I have been on Ultra-Wide for a few years now so maybe misremembering. I'm running 3440x1440, so 21:9, and have been very happy with it since I picked up a AW3420 a few years back and now on a 341cqpx. Except for some games that didn't account for ultra wide, so they get all weird and distorted like Outer Worlds which I just stopped playing at that point. I can see how that would be frustrating. Edited September 29 by FuriousMeow
Remontti Posted September 30 Posted September 30 I played Great battles with both, ultrawide and 16:9. The fov was bigger with ultrawide as it should. If it wasn't the image would be stretched or you would miss parts of top and bottom parts. Ultrawide was nice in GB but many times it was an headache in games where it wasn't supported. It was quite common that it wasn't supported.
Husar Posted September 30 Posted September 30 13 hours ago, FuriousMeow said: Except for some games that didn't account for ultra wide, so they get all weird and distorted like Outer There is some distortion in GB and Korea, contact on 3 - 9 line are significantly bigger, look at them and move head towards the center view.
FuriousMeow Posted September 30 Posted September 30 3 hours ago, Husar said: There is some distortion in GB and Korea, contact on 3 - 9 line are significantly bigger, look at them and move head towards the center view. The edge stuff being bigger happens in all res and in all games, Ever even I had a 2560x1440 monitor, objects along the sides were noticeably larger than when in the center.
BRSQD.Pendiuk78 Posted September 30 Author Posted September 30 Thanks everyone for all the contributions and viewpoints you’ve shared regarding this topic. I’m an aviation enthusiast and the leader of BRSQD, and I’m here representing our pilots who are concerned about the discomfort caused by having the FOV angle positioned too close to the instrument panel. It might not seem like a big deal, but it really hinders situational awareness during dogfights. I believe this could be modeled better—especially considering ultrawide monitors, UHD TVs, and 16:9 or 21:9 aspect ratios where the FOV changes.
FuriousMeow Posted October 1 Posted October 1 I don't think anything really can be done. The viewpoint you h have in your post on this second page looks how I remember it on my older 27" 2560x1440. That's really not a close view to the gunsight, you can see the whole canopy framing, that's a normal view. I specifically went with ultrawide because I saw a screenshot from someone with an ultrawide playing the Il2 Battle of series, before it became GB, and saw how much more was visible - so I moved to ultrawide because of that. There's just a bigger view with ultrawide vs other resolutions, there's no way to fit that same view on non-ultrawides without losing a ton of vertical space and making the whole thing smaller.
FuriousMeow Posted October 1 Posted October 1 (edited) This is a screenshot taken from my mobile in landscape so its wider than if I'd done it from a desktop but the real view is the same real estate as the screenshot from your game, with the canopy framing at the edges. So the view you have isn't unnecessarily zoomed up to the gunsight - its the accurate view. Moving your head further back in the cockpit isn't changing the Field of View, its just changing the Point of View. It will allow you to see a bit more of the cockpit but its not going to change the amount of sky you see, you'll need a higher aspect ratio ultrawide monitor for that. Edited October 1 by FuriousMeow 1
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