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FOV change considered a hack or not? - Page 4

post #31 of 75
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Exactly, i was telling this fella they made this command for a reason and he was stating the fact he's gonna take a screenshot of me saying i did a fov change, i told him GO ahead and record or take pictures because Crytek is gonna laugh at his stupid emailing and saying fov is not a hack lol.
post #32 of 75
Quote:
Originally Posted by Blameless View Post
Anything that gives you an advantage over another player, outside of your own personal skill, can be construed as unfair, and cheating.

If I were holding, or participating in, a competition, I would expect FOVs to be regulated.

By this logic you are a cheater, your 4ghz. OC gives you a higher frame rate in games then someone playing on a laptop, a gaming key board and or gaming mouse could be an unfair advantage if your opponent is using a ball mouse.

I think if this was cheating then there would be something in PB that checks for changes in console command settings

I change the default lag setting in BF2 to more closely match mine as I play BF2 on the same server all the time, for that matter someone with a
high ping has an unfair advantage in a BF2 knife fight
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post #33 of 75
The idea that increased horizontal field of view is a 'cheat' and a 'hack' has been popular among those unable to afford widescreens/EyeFinity/Surround since the earliest days of widescreen gaming on the PC.

For example, after a lot of fuss when Battlefield 2 was launched, DICE used to think increased horizontal FOV was cheating. This was because hundreds and hundreds of kids couldn't get over the fact that there were people out there who were buying the (at the time) extremely expensive 24" widescreens from Apple and Dell (who were just about the only manufacturers for consumer-affordable desktop widescreens for a couple of years). DICE finally changed their stance with the final patch for BF2, IIRC, and of course BFBC2 allows FOV change to a degree.

Epic Games refuse to change their mind about it, as it happens. Which was quite amusing, considering that Unreal Tournament 2004 supported horizontal FOV increases correctly, but they hard coded in what we term 'vert minus' widescreen (where, instead of seeing more at the sides compared to 4:3, you see less on the top and bottom) in Unreal Engine 3. They came up with multiple reasons over the years, beginning with 'its cheating', leading to 'its a bug' then 'a design decision' then back to 'its cheating' again, before finally sticking to their guns with 'we code for the 16:9 HDTV resolutions, so if you play at 16:9, that's the way it's supposed to be, any other way and it's not how we intended it, so we won't comment'. This has been a major thorn in the side of Surround gaming over the years, as while you can just about live with it on a 16:10 screen, on triplewide it means you're looking through a very thin, slit letterbox.

The amusing thing about the hypocrisy evident by the gamers who are anti-widescreen is that they're quite happy for widescreen gamers to see less than them vertically.

I would mention the forum which has spent years lobbying for true widescreen/surround support, but can't decide whether I'd be breaking the TOS or not.

By the same logic the anti-widescreen group has, any peripheral that gives you an edge should be considered cheating. A keyboard with macro keys. A high-DPI gaming-grade mouse. A fast graphics card. A better CPU. A faster, low-ping 'net connection. 5.1+ audio. Good eyesight. Better reflexes. Etc... etc...
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post #34 of 75
Quote:
Originally Posted by De-Zant View Post
Dear god no. There are no good 1920x1080 monitors for high level play. I would take my F520 (2048x1536 @ 85hz, 1024x768 @ 170hz, 1600x1200 @ 110hz) over any 1920x1080 display, since my display can do higher hz, has less input lag, and doesn't have ghosting. LCD screens suck for serious play, and that's why regulated resolutions suck. Always someone will be unhappy.
Wait a minute, you use a CRT?
If so, what???
I've honestly not seen an LCD with visible input lag or ghosting, especially for gaming. When you say high-level play, I honestly don't know if you're taking gaming far too seriously. Today's LED screens with ultra-low response times and 120Hz really do leave CRTs completely and utterly behind. You can obviously get one that has a higher native resolution than 1920x1080, too.
Edited by Gib007 - 5/20/11 at 12:27pm
    
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post #35 of 75
FOV, for me at least, is more about finding a perspective that looks correct to me and not about finding an advantage, especially in racing games.
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post #36 of 75
Quote:
Originally Posted by Paradigm Shifter View Post
Snip
Expanding on that, the hor+ FOV scaling method, which sees most on eyefinity >> 16:9 >> 16:10 >> 4:3 >> 5:4 became pretty much the norm after widescreens became the norm. At this point, the users who were still using 4:3 and 5:4 displays protested. Before this point, CRT monitors, which were almost every one 4:3 or 5:4, were the norm amongst the gaming crowd, and thus the FOV scaling method was vert-, which saw the most on non widescreen resolutions. These things cater to the masses, and the ones that don't follow will be the ones suffering.


Personally, I don't think 4:3 is that bad compared to 16:9, especially when I got this great CRT that can do very high HZ without input lag. This is a lot bigger advantage than any 16:9 wide FOV.

If we would implement a fixed FOV, should everyone be limited to 60hz as well? I would hate that.


The best method to do this all would be to keep using hor+ scaling to keep triple display gaming easy, but offer a FOV slider in every single game. This way, users can use whatever they want.
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post #37 of 75
depends. If the game allows you to change it, no its not a hack.

If it is hardcoded and you use some sort of program to use change it, and gain an unfair advantage over others yes, it is a hack.
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post #38 of 75
Isnt it just a change to the ini file or even the in game settings? Were you pwning him? Obviously you must have been hacking then
post #39 of 75
Steam considers it a hack :/ its some crap. (Hence why Eyefinity is uesless)
    
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post #40 of 75
Quote:
Originally Posted by De-Zant View Post
The best method to do this all would be to keep using hor+ scaling to keep triple display gaming easy, but offer a FOV slider in every single game. This way, users can use whatever they want.
Agreed. Pity that several dev/pub studios don't seem to want to play ball on that front. There are still several who adamantly insist that their vert minus system is the correct one. It's like walking around with blinkers on.

Aspect detection isn't that hard to code in, compared to all the other stuff they do - calculating FOV based on detected aspect ratio (eg: 48:9 in a 5760x1080 EyeFinity solution) is also pretty easy. The inclusion of a 'personal preference' FOV slider would be the icing on the cake, though. I used to play Quake 3 engine games in widescreen with an FOV on 117 degrees because I found it more comfortable than 100*, which is what would have been roughly correct for the change from 4:3 to 16:10. (And that proves the point about FOV changes not being cheating - in theory, I had a wider FOV than some friends I played against in personal LANs, and I still sucked. )
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