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Cake day: June 11th, 2023

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  • I did this with a controller for the longest time. Specifically, the thing was not first/third person byt “do I have a visible crosshair or not”, as that defined if I am directly moving the camera/head, or if the crosshair is like a laser pointer I move on the screen and the character looks towards it.
    I finally had to decide one way or the other with Monster Hunter: World as the sling requires switching between the two rapidly and while you actually can set separate inverts for first and third person, it means you can’t “follow” a monster smoothly while switching to the sling, you need to also quickly flick the stick to the other direction. Took me roughly 20 hours of rather chaotic gameplay for it to finally “click” in an instant.
    I chose non-inverted as it was easier to imagine a crosshair than it was to ignore one that existed.






  • JohnEdwa@kbin.socialtoStarfield@lemmy.zip*Permanently Deleted*
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    1 year ago

    For missing the FOV option, most of the time it’s some boneheaded decision to keep the console and PC games identical, as the console versions are optimized to handle exactly the amount of stuff that could be on the screen at once with the default FOV. There really is no real reason not to add it in the PC version - quite a few games do have a disclaimer akin to “If you increase the FOV, you might see graphical glitches”, but that’s fine.
    As for the super ultrawide there is an actual obstacle, the UI. You often can’t use the same one as you either have them horribly stretched, sitting in the middle kinda blocking your view or spread uselessly all the way at the edges. So someone has to actually do some work to make it work.

    As an example, here’s Starfield super ultrawide comparison between the default FOV and 120 degree FOV. You can imagine the performance cost and possible visual glitches you might get from doing that.