Escape From Tarkov - Give Us Optimal FOV


Escape From Tarkov - Give Us Optimal FOV
The Issue
Escape from Tarkov, by developer Battlestate Games, will not have optimal field of view options. Despite requests by fans and potential buyers of the game, the developers have insisted on very narrow horizontal degrees such as 70-90.
For PC gamers who play in standard 1920x1080p+ resolutions with big/wide monitor screens, this is not acceptable.
What is acceptable, and what has come to be a standard in PC gaming in this age from 2010 through 2016 and what date EFT will be released, is a wide 120 horizontal degrees.
For most people who don't know or realize, you will say you like "90 degree FOV's in your games. Let me briefly explain why this 90 you are used to is not actually "90" and that Battlestate Games actually do not want to give you this.
In older game engines, field of view was calculated vertically, which meant that scaling or changing the vertical no. of degrees automatically scaled the horizontal degrees accordingly. The result of this "90" that many gamers are accustomed to over experience of playing these older games meant that their horizontal FOV's were actually 120 degrees. What is FOV ? Think of it as what determines how much you see from the perspective of camera, first or third person.
This image for example,
http://i.imgbox.com/iuzdFZ0r.jpg
Take a look at how much you can see horizontally(left and right) and vertically(up and down). This is optimal FOV for a 16:9 aspect ratio, 1080P resolution as well as marginally for some aspect ratios and resolutions over(up to 4K). This is 120 horizontal degrees.
Now, look at these next two images. Look at the differences in how much is seen on screen. Look at objects, look at the floor, look at the ceiling.
http://i.imgbox.com/EdKAJOuL.jpg
http://i.imgbox.com/exNWa0h1.jpg
The differences compared to the first image posted are drastic. If you are on a 1080P monitor screen and enlarge these images or download them and view them in fullscreen, you will notice they are very narrow. For some people, just doing this will make them feel ill. That is due to motion/simulation sickness, which is another reason for this petition being made. How that can and -should- be addressed.
Before that, though, back to FOV measurements. FOV is now scaled horizontally-based now, and vertical is auto-calculated. This means PC games coming out need(a number of them already do, but still) to have optimal FOV options of maximum 120 degrees, by slider or configuration(.cfg/etc) file.
Call Of Duty, Battlefield, Insurgency, Rainbow Six, and many other competitive video game series are no longer using the following excuses as to why FOV should be locked or narrow for players..
- Gameplay balance; If someone gets an advantage having a wider FOV than someone else, that doesn't warrant a forced, narrow FOV. Some people prefer wide. Some like narrow.
- Ignorance/passiveness; Some PC gamers are ignorant of FOV, so they don't touch it. Some don't touch it at all just because it's not something that bothers them. This is a bad reason to limit/lock FOV. Ignorance should not influence a developer's stance on how they will make their game. Don't punish everyone else for being aware and critical of FOV.
- Development reasons(performance related); "upping the FOV will cause FPS drop" is not a valid excuse. PC gamers play on PC. They don't have the hardware limitations consoles do. They are not going to suffer as much or any FPS drop at all having the appropriate hardware. Arguing that people with lesser hardware will be at a disadvantage over someone with better hardware 'cause they can handle more FOV is also absurd.
- Development reasons(graphics related); "upping the FOV will 'cause visual errors. Levels will have to be re-done. Assets(models, textures, etc) will have to be re-done for accommodation." is an absurd statement. All that would be affected by the increase in FOV would be something called the Viewmodel FOV(affects the size of first-person hands, arms, and the gun/weapon). Note these screenshots. Look at hands/arms/gun.
A lot of people will actually prefer image no. 2, but that's beside the point. Viewmodel FOV(hands/arms/gun) will not be broken by upping FOV. You may see into the inside of the tops of your arms, but that's no big deal on the PC gamer's side considering all they want in a respectable PC game is optimal FOV. A developer shouldn't use the fact they were lazy by not accounting for viewmodel FOV as an excuse to not let players have adjustable camera FOV's.
Another reason for optimal FOV, which brings us back to motion/simulation sickness, is well.. Motion/simulation sickness.
You may ask, "What does this have to do with video games and why is it such a fuss ?".
Well, M/S sickness affects PC gamers in regards to field of view. When you have M/S sickness as PC gamer, narrow FOV's induce a feeling of tunnel vision which can cause disorientation, nausea, headaches, or eye strain.
This is a condition that is being recognized and accommodated for in PC games more now, kind of like colorblindness. Only, no disrespect to people who suffer from colorblindess, FOV is what can literally make a game for people with M/S sickness.
Some brief misconceptions about people who get ill from FOV..
- They are act entitled because they think every game should have the FOV they want
- They are influenced by preference("no fov slider, so i don't like the game")
- They are just complaining or are not happy simply 'cause
What's really going on..
- They get frustrated when they buy a game and it doesn't have the amount of FOV they need. Not "want". It's about need, and it's a simple accommodation. Don't believe developers who will attempt to over-complicate it.
- They only "like" a wide FOV 'cause that's what makes their game playable. A lot of people don't get this. Narrow FOV = literally unplayable with this condition. They don't actually like the fish eye effect, and they don't actually like or can help having a "competitive advantage".
- They are complaining over something that is over-sighted or cynically neglected. Friend gifts friend with M/S sickness an FPS game. This friend accepts game. This friend installs the game and tries to play it. The game has a narrow FOV, no way to change it. That game is then something this friend literally can't play. Waste of $$ gifted or personally purchased. Buying something and finding it unplayable for you is a waste of time and money.
- Friend sees new game come out. EFT, for example. Friend recommends game to friend, who has M/S/ sickness. The two friends try to game together, the one who gets ill from FOV can't play.
People with M/S are paying customers like people who are normal and don't suffer illness from FOV. Accommodate people with M/S sickness, because they are also your fans and want to play(actually/literally) your game like normal people.
Do you really want to be the developer that says "We are sorry anyone with motion sickness will not be able to play our game" when the type of game being made will not be so negatively affected from simple, extended FOV options ?
The Issue
Escape from Tarkov, by developer Battlestate Games, will not have optimal field of view options. Despite requests by fans and potential buyers of the game, the developers have insisted on very narrow horizontal degrees such as 70-90.
For PC gamers who play in standard 1920x1080p+ resolutions with big/wide monitor screens, this is not acceptable.
What is acceptable, and what has come to be a standard in PC gaming in this age from 2010 through 2016 and what date EFT will be released, is a wide 120 horizontal degrees.
For most people who don't know or realize, you will say you like "90 degree FOV's in your games. Let me briefly explain why this 90 you are used to is not actually "90" and that Battlestate Games actually do not want to give you this.
In older game engines, field of view was calculated vertically, which meant that scaling or changing the vertical no. of degrees automatically scaled the horizontal degrees accordingly. The result of this "90" that many gamers are accustomed to over experience of playing these older games meant that their horizontal FOV's were actually 120 degrees. What is FOV ? Think of it as what determines how much you see from the perspective of camera, first or third person.
This image for example,
http://i.imgbox.com/iuzdFZ0r.jpg
Take a look at how much you can see horizontally(left and right) and vertically(up and down). This is optimal FOV for a 16:9 aspect ratio, 1080P resolution as well as marginally for some aspect ratios and resolutions over(up to 4K). This is 120 horizontal degrees.
Now, look at these next two images. Look at the differences in how much is seen on screen. Look at objects, look at the floor, look at the ceiling.
http://i.imgbox.com/EdKAJOuL.jpg
http://i.imgbox.com/exNWa0h1.jpg
The differences compared to the first image posted are drastic. If you are on a 1080P monitor screen and enlarge these images or download them and view them in fullscreen, you will notice they are very narrow. For some people, just doing this will make them feel ill. That is due to motion/simulation sickness, which is another reason for this petition being made. How that can and -should- be addressed.
Before that, though, back to FOV measurements. FOV is now scaled horizontally-based now, and vertical is auto-calculated. This means PC games coming out need(a number of them already do, but still) to have optimal FOV options of maximum 120 degrees, by slider or configuration(.cfg/etc) file.
Call Of Duty, Battlefield, Insurgency, Rainbow Six, and many other competitive video game series are no longer using the following excuses as to why FOV should be locked or narrow for players..
- Gameplay balance; If someone gets an advantage having a wider FOV than someone else, that doesn't warrant a forced, narrow FOV. Some people prefer wide. Some like narrow.
- Ignorance/passiveness; Some PC gamers are ignorant of FOV, so they don't touch it. Some don't touch it at all just because it's not something that bothers them. This is a bad reason to limit/lock FOV. Ignorance should not influence a developer's stance on how they will make their game. Don't punish everyone else for being aware and critical of FOV.
- Development reasons(performance related); "upping the FOV will cause FPS drop" is not a valid excuse. PC gamers play on PC. They don't have the hardware limitations consoles do. They are not going to suffer as much or any FPS drop at all having the appropriate hardware. Arguing that people with lesser hardware will be at a disadvantage over someone with better hardware 'cause they can handle more FOV is also absurd.
- Development reasons(graphics related); "upping the FOV will 'cause visual errors. Levels will have to be re-done. Assets(models, textures, etc) will have to be re-done for accommodation." is an absurd statement. All that would be affected by the increase in FOV would be something called the Viewmodel FOV(affects the size of first-person hands, arms, and the gun/weapon). Note these screenshots. Look at hands/arms/gun.
A lot of people will actually prefer image no. 2, but that's beside the point. Viewmodel FOV(hands/arms/gun) will not be broken by upping FOV. You may see into the inside of the tops of your arms, but that's no big deal on the PC gamer's side considering all they want in a respectable PC game is optimal FOV. A developer shouldn't use the fact they were lazy by not accounting for viewmodel FOV as an excuse to not let players have adjustable camera FOV's.
Another reason for optimal FOV, which brings us back to motion/simulation sickness, is well.. Motion/simulation sickness.
You may ask, "What does this have to do with video games and why is it such a fuss ?".
Well, M/S sickness affects PC gamers in regards to field of view. When you have M/S sickness as PC gamer, narrow FOV's induce a feeling of tunnel vision which can cause disorientation, nausea, headaches, or eye strain.
This is a condition that is being recognized and accommodated for in PC games more now, kind of like colorblindness. Only, no disrespect to people who suffer from colorblindess, FOV is what can literally make a game for people with M/S sickness.
Some brief misconceptions about people who get ill from FOV..
- They are act entitled because they think every game should have the FOV they want
- They are influenced by preference("no fov slider, so i don't like the game")
- They are just complaining or are not happy simply 'cause
What's really going on..
- They get frustrated when they buy a game and it doesn't have the amount of FOV they need. Not "want". It's about need, and it's a simple accommodation. Don't believe developers who will attempt to over-complicate it.
- They only "like" a wide FOV 'cause that's what makes their game playable. A lot of people don't get this. Narrow FOV = literally unplayable with this condition. They don't actually like the fish eye effect, and they don't actually like or can help having a "competitive advantage".
- They are complaining over something that is over-sighted or cynically neglected. Friend gifts friend with M/S sickness an FPS game. This friend accepts game. This friend installs the game and tries to play it. The game has a narrow FOV, no way to change it. That game is then something this friend literally can't play. Waste of $$ gifted or personally purchased. Buying something and finding it unplayable for you is a waste of time and money.
- Friend sees new game come out. EFT, for example. Friend recommends game to friend, who has M/S/ sickness. The two friends try to game together, the one who gets ill from FOV can't play.
People with M/S are paying customers like people who are normal and don't suffer illness from FOV. Accommodate people with M/S sickness, because they are also your fans and want to play(actually/literally) your game like normal people.
Do you really want to be the developer that says "We are sorry anyone with motion sickness will not be able to play our game" when the type of game being made will not be so negatively affected from simple, extended FOV options ?
Petition Closed
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The Decision Makers
Petition created on May 24, 2016